Interstellar Rift Alpha 25a

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Interstellar Rift Alpha 25a

Originally posted by:Small rift generator will probably destroy the difference between small and large ships and decrease significance of rift hubs. Player is still forced to grind in every system besides start ones in order to build faction stations and to be able to do missions. Is it really way the game is meant to be played? Or it is me misunderstand something? Makes no sense. Rift hubs barely had any signficance unless you mean that they are important to help newbies to get stuck by jumping into systems without Rift hub to come back.

Torrent Contents. Interstellar_Rift_Alpha_25a_setup.exe 236 MB; Please note that this page does not hosts or makes available any of the listed filenames.

How does the small rift gen destroys the difference between small and large ships is also beyond me. You always could build a very light weight (20k) jump ship. Now you only save some space. Even without - more mobility is better than less mobility.

Originally posted by:Small rift generator will probably destroy the difference between small and large ships and decrease significance of rift hubs. Player is still forced to grind in every system besides start ones in order to build faction stations and to be able to do missions. Is it really way the game is meant to be played?

Interstellar Rift Alpha 25a

Or it is me misunderstand something? Makes no sense. Rift hubs barely had any signficance unless you mean that they are important to help newbies to get stuck by jumping into systems without Rift hub to come back. How does the small rift gen destroys the difference between small and large ships is also beyond me. You always could build a very light weight (20k) jump ship. Now you only save some space. Even without - more mobility is better than less mobility.

Although I tend to agree that Rift stations were mostly 'Replaced' by small rift generators - I don't neccessarily think it a 'Bad' thing. The Mass limits ensure that very light ships can still jump but a 'mothership' couldn't use the small gen because it's too high mass. In fact the base mass of a fully furnished vessel (one of each system/accessory) comes in at 90k Mass which would prevent it's being used for much more than a single-run miner (and a hell of an expensive one at that) - As for the difference between small and large ships - I think it's hard to say there was one to begin with. Mass is all about what most people consider weight (since weight = mass at 1g/Earth Gravity) So a bigger ship = more mass. Large Ships will almost exclusively be multi-role if they do not waste space.

Smaller Ships need to define their functions to fit under the 100k Limit or find a way to work with less resources. In general: Smaller ships will become even more specialized from the small rift gen while larger ships will be largely uneffected (atleast that's what i foresee). Originally posted by:You made a good point. In fact the small rift generator is a turd. Its only efficient for very light ships - else it becomes way too expensive to rift with. Jumping a 40k+ ships is way more expensive than jumping a 100-250k ship.

Because of the stupid imbalance of the rift fuel consumption vs. Instead of that you can just place a normal rift gen on a small ship and open a way cheaper rift of 100k mass with di-xan for a 40-99k ship. Balance Fail, dear devs!;) This could be fixed by adjusting Xanthium prices (which are ridiculous, considering how hard it is to make, anyway).

25a

I think the small rift is a nice addition. I like it a lot. I also like the fuel tanks.

Not yet sure about the hub for loading/unloading though Bug time: The capacities of the fuel tanks are listed wrong in the editor. All but the small one are 7.5K. Originally posted by:You made a good point. In fact the small rift generator is a turd. Its only efficient for very light ships - else it becomes way too expensive to rift with. Jumping a 40k+ ships is way more expensive than jumping a 100-250k ship.

Because of the stupid imbalance of the rift fuel consumption vs. Instead of that you can just place a normal rift gen on a small ship and open a way cheaper rift of 100k mass with di-xan for a 40-99k ship. Balance Fail, dear devs!;) This could be fixed by adjusting Xanthium prices (which are ridiculous, considering how hard it is to make, anyway). I think the small rift is a nice addition.

I like it a lot. I also like the fuel tanks. Not yet sure about the hub for loading/unloading though Bug time: The capacities of the fuel tanks are listed wrong in the editor. All but the small one are 7.5K. The Oppostie Angle could balance it as well: Modify the Neccessary fuel for the higher levels of rift mass (ie, instead of needing 1000 per class have it escalate to work witth the current prices ie Xan needs upto 500, Di-Xan needs upto 750) Also with regards to the difficulty of making Xan you have to understand the majority of the difficulty is in acquiring Berylium - which means that the initial Xan is the hardest to make - while 'upgrading it' is slightly easier. Tooltip says 7500 for medium, large, extra large hydo stows. However the small hydro stow says 10000.

Your patch notes say otherwise. Also older ships and blueprints still load the old textures. Not fully tested as in if they autoupdate in game for old model builds to new texture.

Interstellar Rift Planets

Secondary notes, extra large tanks now weigh alot more then before and that also does not update in the editor, unless removed and replaced. Unknown in game results. I believe a small balance tweak to the weight should be highly considered, as well as (maybe) weigh less when empty and more when full. Side note, doing this type of multi sized tools would be great, like adding table types and sizes or a medium shield -Large shield gens also need a access panel on the lowest point. Up and down stairs to adjust each shield gen is much more difficult without a crew.

In practicality 1 or 2 man ships would have moved the access panel to a more accessable place on the generator.Vending Machines/Datacores was introduced and yet to have a purpose. Finishing devices should be done soon. Leaving unfinished work inside the game just seems like alot of wasted developer time for in game content that goes highly unused especially -Glass Walls/Girder Walls need an offset option to tile placement.Holotables: what about making them activatable ceiling tiles, click it and it turns on and projects the same sphere with a drop down Hydralic/Pnuematic arm with access panel or a center panel in floor holding the access panel, frees up the tile for walkways. (this idea seems practical for any terran civilization in space, otherwise it would be inside our own version of GRIP Device even if it was smaller 3d projection, and you could leave the larger 'holotable' for large ship control/moniter rooms/bay/decks.

Had to add, i must rebuild most ships as the hopper is now on the lowest point, my Hydo tanks was built into the hull hiding the 2 lower levels inside the ships hull, i cant access the hopper manually with my current build layout, however the ACTR's (if equipped) allow for auto filling, but even in real life, we cannot always rely on automated systems and manual access and functionality is required. Can we possibly add access panels on all 3 levels, or at least maybe add a device (wall mount and single tile) hydro fill access. Lines are inside ship hull from tank to tank with a subsystem like the weapons and O2 subsystems. Also hydro tanks could and should only be accessable inside the power group its inside. Therefore my engine fuel tanks are not run empty from my shield tanks. Hydro filling device could also have a runoff for linking tanks inside groups, and or linking all tanks from any group.

This current system no matter the group or room the tanks are all connected to all generators. New Update: being able to stack the tanks in the corners was super nice, sm, and med tanks stack well, and coupled with the xlarge tall tanks a nice Hydro Stow can be created with nice fluidity on the Bay. Superb Job on that part guys!

Interstellar Rift ♦ Interstellar Rift is a First Person Starship Simulator with an emphasis on open world exploration and multiplayer interaction. Players will need to survive in a hostile galaxy with their own custom designed and constructed starship.

Oculus Rift Alpha R2 Set Up

Space is vast but you wont have to face it alone, other players will be able to join you aboard your ship to help you man your vessel’s more complex devices and equipment. Revolutionary technology ♦ By utilizing new techniques in both rendering and physics implementation, players will be able to explore the galaxy as well as ship interiors without loading screens.

Our technology will allow players to engage in multiple activities inside your ship to provide a whole new level of gameplay. By adding the ship interior layer of gameplay enemies will be able to board your ships while the shields are down, sabotage systems while you’re trying to escape or even steal entire ships by taking out the crew and disabling their ability to bioprint new body’s. Customise your ship ♦ Our ship design tool will allow players to quickly create or modify existing ships to suit any possible situation.

By mining and gathering resources from across the galaxy you’ll be able to construct more powerful and efficient components so you and your ship can face any challenge. Every server is unique ♦ Interstellar Rift uses a procedural generation system to ensure each server will create star systems that are different so you’ll never encounter the same location twice. Players will literally have an infinite galaxy to explore, filled with dangerous enemies, beautiful stellar phenomena to explore and lucrative resource gathering opportunities that will cement yourself as the master of your own little corner of space. A threat beyond measure ♦ Throughout the galaxy, mysterious rifts are opening up, spilling out dangerous enemies that when left unchecked will seize control of the region.

Players must band together to stop these enigmatic invaders before they threaten the safety and profits of their enterprises. V25FUNCTIONALITIES.

jukebox no longer plays switch sound on startup. FOV value can no longer be below 55 or above 120. added G.R.I.P. Omni-tool to the game. (can be accessed by pressing the TAB key)devices can be powered from the G.R.I.P. (no more getting stuck on a ship without power)G.R.I.P. Power buffer charges over time.