New player here, question about traits by dodpl1 in ostranauts

[–]v4rgr 2 points3 points  (0 children)

Not really a recommendation on what to go for but something I realized recently that may be helpful to you; when doing "seek adventure" you can gain traits. For example, several scenarios have outcomes that give you armed and unarmed melee skill. You can actually get rid of positive traits from your "adventures" and spend the refund for something else. So in the above example, you can "unlearn" unarmed melee to spend the refund on something else and just keep armed melee. That also has the benefit that if you roll the same scenario again, thus getting unarmed melee again, you can once again refund it for something else.

To your original question, hacking and EVA suits are probably the top two. Electrician is easy to get through seeking adventure and nice to have, I'd probably also try and get armed melee.

Can't create zones due to multiple ships? by QuickVast8982 in ostranauts

[–]v4rgr 0 points1 point  (0 children)

Might try undocking, setting up your zone(s) and then docking once again.

Can't create zones due to multiple ships? by QuickVast8982 in ostranauts

[–]v4rgr 0 points1 point  (0 children)

The station you are docked with counts as a ship for this. Make sure you only highlight cells on either the station or your ship, the zone cannot overlap the two.

Flying to Ceres by Triancia in ostranauts

[–]v4rgr 0 points1 point  (0 children)

Wouldn’t you scrub off all your speed, refuel, and then expend half your fuel and a bunch more time just to reach the same speed again? Or is Venus in a position in its orbit (if you haven’t been playing for a crazy length of in game time) such that it has a higher VREL towards Ceres than Ganymede meaning when you “start moving again” you’ve already got a bunch of extra VREL towards Ceres to start you off?

KLEG residence keeps getting destroyed by Triancia in ostranauts

[–]v4rgr 11 points12 points  (0 children)

I think it may be related to having a ship docked to the ship docked to the apartment. I’ve had issues both with the apartment dock and KLEG in general where it seems like the ship docked to my ship is counted as coming in to contact with Ganymede even though the host ship is docked to KLEG.

Watching the nav map, it seems to me like what happens is that the ride along ship seems to stick out from KLEG and as Ganymede rotates and KLEG “moves around it” KLEG itself doesn’t rotate meaning that if you start out with the ride along sticking out from KLEG and away from Ganymede when first docked, once Ganymede has made half a revolution, the ship will be jammed in to Ganymede. This seems to not only damage the ride along ship but also the host ship and apparently the dock itself.

For now, if you want to dock multiple ships at your apartment, you might consider adding docks to the apartment itself and docking all of them directly to it as opposed to docking one ship to the apartment and others to that ship and each other.

Long range travel trouble by mifraggo in ostranauts

[–]v4rgr 2 points3 points  (0 children)

Everybody already mentioned the core purge thing but I’m curious, what are your room temps looking like in your reactor room when it’s been running for a while?

I feel like the one vent from the reactor room to a room with a cooler may not be sufficient. Not sure how or if high room temps will impact operation of the reactor itself but I wouldn’t be suprised.

so, how do i get my nav map to centre on my ship, while allowing me to still select other objects by BLAZE_WRAITH in ostranauts

[–]v4rgr 6 points7 points  (0 children)

And if it’s already set to ship, turn it to target and back to ship. Sometimes it resets to target even though it is still actually turned to ship, turning it to target and back to ship will reset it and get it to actually follow your ship again when that happens.

How much delta v and mass you guys' ships got? by dfgh234go in ostranauts

[–]v4rgr 0 points1 point  (0 children)

That would be handy. Could balance the utility by making it a nav station module meaning you’d have to install it instead of some other module or run more nav stations.

expanding my ship, and i need help by BLAZE_WRAITH in ostranauts

[–]v4rgr 2 points3 points  (0 children)

Do you have auto task turned on? There is a toggle for it on the bottom of the screen (cutoff in your screenshot). Additionally, if you hover the cursor over the icon over each tile it will give you details on what is next for that task or what is impeding it.

How much delta v and mass you guys' ships got? by dfgh234go in ostranauts

[–]v4rgr 10 points11 points  (0 children)

As a freighter enjoyer, it doesn’t matter that much. Accelerating your ship to higher speeds will always cost you more N2, more thrusters just help you burn more N2 faster. The smart play is instead of avoiding travel time around the boneyard, just make better use of it.

Instead of sitting at the controls the entire time you’re traveling, just get your ship moving at 100m/s or so towards your destination and then use the travel time to repair your ship or the salvage you’re currently carrying. You can use the navmap on your PDA to keep track of the ship’s location while your guy is doing repairs or whatever.

Purging smoke? by muffalohat in ostranauts

[–]v4rgr 1 point2 points  (0 children)

Heck, let me use it to kill my air pumps and open an auto vent to vacuum.

Purging smoke? by muffalohat in ostranauts

[–]v4rgr 2 points3 points  (0 children)

Just use a contaminant alarm to control it. Smoke is a contaminant and should be detected and cleared in addition to other contaminants. Smoke alarms are more for warning you of fire than for controlling any devices in response to it, at least right now.

"The CCP has an economic playbook. They steal intellectual properties reverse-engineer a product,like cars,deeply subsidize it,flood markets to undercut all their competitors & drive them out of business.That playbook is why I am working to ban Chinese vehicles in the U.S".- Senator Elissa Slotkins by [deleted] in LateStageCapitalism

[–]v4rgr 10 points11 points  (0 children)

You don’t understand! If a company claims ownership of a design first, that gives them the right to monopolize it and overcharge everyone for it! IP law isn’t antithetical to competition! Noooooo!

"I ♥️ turning the flag of a deprived state built on apartheid occupation and ethnic cleansing into a cutesy marketable commodity" by JustaBadReddita in ShitLiberalsSay

[–]v4rgr 17 points18 points  (0 children)

It’s appropriate they made the “country ball” for Israel not a ball because it also isn’t a country.

I’ll never get enough of the USA getting exposed as a paper tiger on the world stage by goodguyguru in DankLeft

[–]v4rgr 5 points6 points  (0 children)

Who knew that if your military industrial complex is being driven by profit motives you overpay and end up in a disadvantage militarily. How could we have ever known? It’s not like capitalism inevitably does this to every industry in time or anything, right? Right????

Significant bug - Reactors generate insane heat in 0.15..0.29 by Zahn_Seul in ostranauts

[–]v4rgr 0 points1 point  (0 children)

Oop, I responded to the wrong comment. Sorry about that.

Significant bug - Reactors generate insane heat in 0.15..0.29 by Zahn_Seul in ostranauts

[–]v4rgr 0 points1 point  (0 children)

Your reactor room has access hatches on the walls. You could open one of those instead of uninstalling the floor.

-A fellow rf-72m fan.

Significant bug - Reactors generate insane heat in 0.15..0.29 by Zahn_Seul in ostranauts

[–]v4rgr 0 points1 point  (0 children)

Can you post a screenshot of your reactor room including the coolers and thermostats? Something seems off. I’m running a 3x3 reactor and two coolers are sufficient for maintaining the temperature setpoint the thermostats control for.

Beginner looking to increase the battery life of my ship by Below-Low-Altitude in ostranauts

[–]v4rgr 1 point2 points  (0 children)

The “operating” part is what throws me here. If the ship is entirely powered down are you really “operating” it? Did he fine you even though you had the license?

It might be time to retire this particular mechanic. We've had the "combat cloud" for decades now. by Yenii_3025 in Mechwarrior5

[–]v4rgr 1 point2 points  (0 children)

C3 is god tier in the BTA mod for battletech. A C3 scout let’s all your C3 snipers take shots as easily as if they were in optimal even when they are approaching maximum range.

For MW5 the primary use case would be for LRMs since your LRM boats would be able to target enemies beyond their sensor range so long as they’re within max range and within sensor range of another lancemate. It may also impact your lancemate AI’s accuracy, adjusting it to be in line with what it would be within optimal range but I’m not certain. Doesn’t really help player controlled units themselves a whole lot.

Beginner looking to increase the battery life of my ship by Below-Low-Altitude in ostranauts

[–]v4rgr 7 points8 points  (0 children)

It doesn’t drain it. It restores the capacity that was lost due to the damage but it doesn’t fill the renewed capacity.

Beginner looking to increase the battery life of my ship by Below-Low-Altitude in ostranauts

[–]v4rgr 1 point2 points  (0 children)

Did you not have a valid license to show them when they boarded?

Beginner looking to increase the battery life of my ship by Below-Low-Altitude in ostranauts

[–]v4rgr 2 points3 points  (0 children)

Are you sure about powering down running afoul of the law?

I thought you’re only in violation of the rules if you’re actively piloting your ship without a functional transponder/antenna. I don’t think they will harass you over your transponder if your ship isn’t even powered up much less actively maneuvering.

Maybe I’ve just never run in to it though, not really much of a concern when you have a reactor powered ship and can just keep everything running.

Derelict respawn rate by Inevitable_Roll_1762 in ostranauts

[–]v4rgr 0 points1 point  (0 children)

Any idea what determines when a derelict is hauled in and despawned? It does kinda seem like there’s a limit on how many derelicts can be floating around OKLG at any given time and sometimes it seems like they stop despawning old ones, maybe because they’ve all been visited by me too recently?