This game is so well done (physics, avionics, planetary entry, ....) but it seems a simple thing like this break the immersion.
So I'm wondering if Vice or any of you have an explanation as to why it is that way ?

















I would really be glad to know Vice's view on this... not "I think Vice ..."From post: 182064, Topic: tid=12160, author=Iron man wrote:As Seejay just said, I think Vice do know about it since a while and certainly have a reason why it stay like that![]()
I know, I do it all the time, it's fun.From post: 182064, Topic: tid=12160, author=Iron man wrote: Ps: technically its possible landingon planets at very high speed....
Player Miaz did post a video about it on the forum: evochron/vidéo/page 1 if you want have a look







Yes I agree with you Davek, hence the "checkbox" in game preference, to allow people to enable or disable collision on station, so "everyone" can be happyFrom post: 182070, Topic: tid=12160, author=DaveK wrote:Personally, I'm always interested in people's suggestions especially if they are well reasoned and supported with examples of how they benefit the game play for everyone.





Yes! Now you're talking Marvin! Sounds like you'll have your work cut out next weekend adding these subroutines.From post: 182080, Topic: tid=12160, author=Marvin wrote:Of course, you could add signal lights to each jumpgate ... and then a subroutine to force players to wait at least 1000 meters from the gate when the light is red. And a similar subroutine could be used to keep players from entering or exiting the wrong docking bay. And an even bigger subroutine for determining the penalty in case you manage to violate said restrictions.



From post: 182087, Topic: tid=12160, author=Marvin wrote:Right now, everything I do inside the Evochron univers, if it works, is luck. If it doesn't work, it's still luck. My luck. I could never get blinking red lights to work.
Except maybe on our Christmas tree.


Has anyone tried a head on, high speed collision between two merc ships?? Do you glance off and survive or go boom?From post: 182080, Topic: tid=12160, author=Marvin wrote:If you can be damaged by hitting a trade station (which has a very powerful anti-collision system) then imagine the damage you'd suffer smacking into a ship headed the other way when transiting through a jumpgate. It doesn't happen often ... but once is all it would take to spoil your day. Of course, you could add signal lights to each jumpgate ... and then a subroutine to force players to wait at least 1000 meters from the gate when the light is red. And a similar subroutine could be used to keep players from entering or exiting the wrong docking bay. And an even bigger subroutine for determining the penalty in case you manage to violate said restrictions.


