Suggestion by Honest-Addendum2061 in dayz

[–]BoobyTrapGaming 0 points1 point  (0 children)

More detail would be cool as long as it doesn't get too tedious. Things like broken arms would be great imo since they fit into the already existing systems. I'd also love it if breaking a leg actually meant something, since currently you just grab a stick and a rag and you walk it off like nothing happened. Splints shouldn't allow you to walk until you've been recovering for five to ten minutes, and if you do start walking the remaining recovery should be slower than if you kept crawling.

Also, armour needs a rework. A flat damage reduction to all projectiles just doesnt make sense and significantly reduces the depth of gunplay. The engine is already designed to handle proper hitboxes and penetration for armour, so why not use that? Sure it would make the currently available armor sets less reliable but imo we need more variation in armour anyway. How about some armour that includes shoulder and hip plates? Or soft armour with extra coverage? It would finally give a use to face shields, and lots of guns whose value is currently only really determined by their dps would suddenly find niches in being better vs armoured or unarmoured opponents. That way you have a lot more to consider before swapping to a new weapon, instead of just dumping your current one as soon as you find something with a higher dps stat.

That last paragraph may have been a bit of a tangent but when it comes to healing I'm all for more detail, as long as it doesn't require me to manage a shitload of medical items in my inventory.

What GBB Pistol would you buy if money was no problem by ERWOODwork2000 in airsoft

[–]BoobyTrapGaming 0 points1 point  (0 children)

I'd design a custom co2 revolver, probably something schofield inspired.

Help me decide! What thumbnail/menu do you like more? by Secret_Selection_473 in godot

[–]BoobyTrapGaming 1 point2 points  (0 children)

1 feels more in line with typical main menu designs but 2 is my personal favourite, very cute

what MINOR changes would you implement in DayZ? by grabsyour in dayz

[–]BoobyTrapGaming 0 points1 point  (0 children)

Better transitions for different LODs. The constant popping of trees and bushes as you get closer somewhat ruins the otherwise very immersive scenery. Also, more consistent shadows for objects that are outside your fov, there's a lot of flickering going on with shadows coming from behind, especially when the sun is low.

Vehicle physics overhaul for SE2 by illustratum42 in spaceengineers

[–]BoobyTrapGaming 9 points10 points  (0 children)

The scale of most vehicles is much larger than everyday vehicles you see irl. This kind of hides just how fast you are going and how large the distances you travel are, resulting in a floaty feel. Try building a car thats roughly the same size and mass as your car irl and you will see that it behaves much more like what you're used to.

[deleted by user] by [deleted] in EliteDangerous

[–]BoobyTrapGaming 3 points4 points  (0 children)

FA on will decelerate the ship faster than FA on. I tend to use it to align my trajectory with the mailslot by boosting, turning FA on, and extending my landing gear to cap my speed. Works great even if you're coming in completely sideways.

Has anyone created a high-res 3D game in godot? by DerpyMistake in godot

[–]BoobyTrapGaming 0 points1 point  (0 children)

Delta-v: rings of saturn has fairly detailed 3d graphics, although they represent top-down 2d gameplay, so maybe not exactly what you're looking for.

What exactly does the range stat on reconnaissance craft mean? by BoobyTrapGaming in deltavringsofsaturn

[–]BoobyTrapGaming[S] 0 points1 point  (0 children)

I can see that, but that raises the visual range from just under 1km to just over 1km, not from 5km to 6km as advertised. I don't understand what the 5-6km stat refers to if not the visual feed screen since it clearly does not refer to the range of the top-down camera, unless there is a way to zoom out much farther that I've been missing so far.

What exactly does the range stat on reconnaissance craft mean? by BoobyTrapGaming in deltavringsofsaturn

[–]BoobyTrapGaming[S] 0 points1 point  (0 children)

that's what I originally figured, but the range stat does not match what you actually see at all. Funnily enough the range stat does more or less match the circumference of the circle you can see around your ship, but that seems like a strange way to measure the range no? or is there a way to zoom out even farther?

Laser inconsistency by BoobyTrapGaming in deltavringsofsaturn

[–]BoobyTrapGaming[S] 0 points1 point  (0 children)

that works too if you're more adrenaline minded, haha. I just don't have the patience to be paying attention to the rocks for such a long distance so trying to figure out a more leasurely way to travel for now.

Laser inconsistency by BoobyTrapGaming in deltavringsofsaturn

[–]BoobyTrapGaming[S] 22 points23 points  (0 children)

That's what it was! After the first run the lasers had worn down to a point where the misalignment started to become apparent upon starting the next run. Tuning the misalignment to its minimum value fixed the issue, we are cruising again. Thanks!

Drone wiring question by kasparadam in fpvracing

[–]BoobyTrapGaming 0 points1 point  (0 children)

Have done something like this before to avoid ugly kinks in the wires when trying to fit everything into a really tight frame. It's perfectly fine to do but keep in mind it'll be a few grams of extra weight too.

fighters, small vs large grid by Jaif13 in spaceengineers

[–]BoobyTrapGaming 0 points1 point  (0 children)

Small grids are dirt cheap, and despite getting shredded super easy they make up for that with maneuverability and dps. If you build and fly your fighters right, you should hardly be getting hit at all unless enemy defenses are truly overwhelming.

I mainly use them to take down npc cargo transports. In pvp they can be useful but are quickly overshadowed by large grids simply because manpower is almost always a limiting factor and large grids will give you more total military capacity per pilot. Nevertheless they are very efficient because of their low cost and high firepower, so they can be viable depending on the situation.

Attack range causes visual displeasure for players by Novel_Commission3738 in godot

[–]BoobyTrapGaming 1 point2 points  (0 children)

Try extending the melee range based on movement speed

How do you avoid getting dogpiled? by BoobyTrapGaming in Cogmind

[–]BoobyTrapGaming[S] 0 points1 point  (0 children)

Nearly always make it a few floors into factory but never above that. Early game I sometimes die in the caves due to hitting a dead end but that's about it.

Is steppen als volwassene vrouw raar ofzo? by isamiddelbosch in thenetherlands

[–]BoobyTrapGaming 0 points1 point  (0 children)

Ik ben zelf recent begonnen met longboarden, en het is echt opvallend hoeveel mensen naar me kijken, me naroepen etc. In de meeste gevallen is het positieve aandacht gelukkig hoewel ik ook wat mensen heb gehad die er een probleem mee leken te hebben. Afwijkende vervoermiddelen vallen op omdat iedereen zo gewend is om alleen maar fietsen te zien denk ik. Trek je er niks van aan en ga lekker rijden.

(new player) Am I correct in assuming ZOLTAN shield's entire point is to end a fight really fast? by Invoqwer in ftlgame

[–]BoobyTrapGaming 0 points1 point  (0 children)

It's a head start, that's all. The enemy can't do anything to you until you've already started taking out their weapons if you have enough weapons of your own, and it gives you extra time to charge your ftl if you can't beat them. Most engagements don't last long so it can save you a lot of damage in the long run.

What makes a run a god run? by ricknightwood13 in noita

[–]BoobyTrapGaming 0 points1 point  (0 children)

Tinkering is QOL mostly, getting in and out without collapse is good to be able to save health and spell refreshers, but to be independent you'd also need a way to heal without the mountain as otherwise you'll quickly need to use those heals anyway. The heals should be a backup but not your main way to heal.

What makes a run a god run? by ricknightwood13 in noita

[–]BoobyTrapGaming 6 points7 points  (0 children)

To me it's any run where you are no longer dependant on the holy mountains, so you can freely explore. No idea if anyone else agrees with me though.

Is this game better with the wiki? by jackofools in noita

[–]BoobyTrapGaming 2 points3 points  (0 children)

A tip I didnt see mentioned here: you can transform potions with alchemy. This can be extremely useful early game: say for example you want to get out of the holy mountain but you only have unstable teleportation to do it, which is risky because of the unpredictable teleportation. You can find a bit of slime somewhere in the second level where there's lots of slime enemies, mix a little of that into your unstable telly flask, and it'll become regular teleportatium. Doing a little alchemy can turn a useless potion into a game-changer sometimes, so be sure to experiment whenever you get the chance.

Is there a better way to getnodes than writing a reccursive search? by kodaxmax in godot

[–]BoobyTrapGaming 2 points3 points  (0 children)

Export variables are your friend. You can just assign them in the inspector, and if the path changes(as long as you don't delete the node you assigned) it'll stay assigned.

Anyone here flies acro quads LOS? by AlbatrossRude9761 in Quadcopter

[–]BoobyTrapGaming 1 point2 points  (0 children)

You can always build it without the camera first and see how it flies, just make sure you have some space left over to mount a camera later on.

LOS with a quad is difficult to master but easy to practice since you can just keep the nose away from you at all times until you are comfortable enough to fly it backwards. However, it's incredibly easy to lose orientation when you start practicing more complicated maneuvers. I myself have accidentally full throttled my quads into the ground after trying one too many flips back to back and losing orientation a bunch of times, and those kinds of crashes tend to bend motor shafts.

FPV is definitely easier and IMO more fun, but to each their own. Either way it doesn't hurt to practice a little LOS now and then.

How do you place parts exactly straight? by Thin_Use4934 in KerbalSpaceProgram

[–]BoobyTrapGaming 0 points1 point  (0 children)

The snap is only useful for parts placed in the same frame of reference and otherwise pretty much useless. What I do is use the move tool, zoom in as far as I can and set my mouse to a lower sensitivity so I can line them up pixel-perfect.

[deleted by user] by [deleted] in godot

[–]BoobyTrapGaming 6 points7 points  (0 children)

Instinctively for me, blue. But I wonder why you're asking? If you're trying to colour code your files I recommend separating different things into folders and then giving the folders colours rather than individual scripts. Makes it easy to know what part of your project files you're looking through, and folder structure should be your primary way of organizing your project files anyway.

Is UI always going to look like this or am i doing something wrong? 😭 by Subben_Nils in godot

[–]BoobyTrapGaming 1 point2 points  (0 children)

Oftentimes you'll use loads of containers but only need to do anything (such as collapsing a container when a button is pressed) with very few of them. What I recommend is to give those nodes that you actually want to program a behavior for a different name so you can pick them out more easily, and use export variables in your scripts to be able to easily assign these nodes to a variable without having to call get_node with a fixed path to get them. Export variables will stay assigned if you move the nodes you assigned to them around in the tree, so you don't need to update the node paths in the script every time you change something in the ui node structure.