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  • MedicinalAssassin's Avatar
    Today, 2:45 PM
    Hi, the other day my custom controls got reset, I am using a thrustmaster hotas 4 on my ps4, and since, I cannot use the default r3+hat switch to freelook, the default control scheme works however I'm not a fan of the layout and like some complicated control customizations, I have made sure there's no mapping conflicts, went through each individual setting, and compared my custom controls to the default scheme and when it comes to headlook and ui control and power distribution, I made sure to keep the default settings, everything works perfectly except the headlook just doesn't work. If I map it to the axis controls it works fine, but being a fan of flybys, I like looking and steering simultaneously, not sure if it's a bug or just a setup issue so figured I'd put it in support. Thank you in advance.
    0 replies and 0 views.
  • Para Handy's Avatar
    Today, 2:44 PM · 15 replies and 193 views.
    Para Handy replied to a thread Beta question in Newcomers Forum
    ^^^^^^^^^^^ SO MUCH THIS ^^^^^^^^^^^ Always good for a laugh, the stupidity of some people is really astounding.
  • CMDR_Cole's Avatar
    Today, 2:44 PM · 2507 replies and 261429 views.
    Just a neat little binary planet shot from a bit of exploring last night.
  • supreme_tyrant's Avatar
    Today, 2:43 PM
    Severity Minor Frequency All of the time (100%) Time of occurrence After one or two mission messages Date of occurrence
    0 replies and 0 views.
  • Stigbob's Avatar
    Today, 2:43 PM · 1737 replies and 42470 views.
    In terms of being more important than the video game "I fancy a coffee" is more than sufficient.
  • moonsword's Avatar
    Today, 2:43 PM
    This year we will see the carrier ship and more perhaps even bigger ships will come later on. Therefore I like to share the idea whether it would be cool to have more than one shield generator applicable on these kind of crew ships. As an example one (or even more) shield generators could be applicable for starboard, port, bow and stern. I suppose this would bring interesting opportunities for multi crew ships for instance the ability to supervise and to change the energy flow between all shield generators by a crew mate making these kind of crew ships nearly invulnerable against an enemy squad. But otherwise it would be weak against enemies if it is not fully boarded. Therefore it would be vital for a commander to fly these kind of ships with a full crew. Similar multi crew functions may be thinkable for other ship modules, like for weapons, power generators and so on. (Power generators may be prevented from blowing up by performing of a shutdown followed by the execution of repair functions by a...
    0 replies and 0 views.
  • Alec Turner's Avatar
    Today, 2:42 PM · 210 replies and 19722 views.
    That and, as we've seen in the past, if they linger too long then the cleaners turn up!
  • Funny's Avatar
    Today, 2:42 PM · 17 replies and 62 views.
    Funny replied to a thread Module Storage in Dangerous Discussion
    For most things it isn’t an issue, but I really like to keep some cargo racks, passenger cabins, etc. around in addition to my shield booster, hrps, weapons, etc. In all honesty, having to fly 100 ly and travel to several stations just to refit is really annoying when I want to use a single station as my base of operations, which I’m assuming quite a lot of the players do, at least those in player groups. For instance, I’m about to buy an fdl and I already have several builds in mind using about 20 different weapons in total. Sure, I could simply take them from different ships, but I thought one of the points of module storage was to make outfitting easier. Having to swap to a bunch of different ships, take out all the modules (if you have the space...), and then put them back in is honestly a nightmare.
  • GG7's Avatar
    Today, 2:42 PM · 8 replies and 114 views.
    Anyone who has focused on Pirate Lord Assassination Missions knows that there are those moments when you drop into the USS and one of the additional bad guys attached to that mission also drops in at the same time. I use the SLF with an NPC pilot to distract and keep busy that other Corvette or Anaconda while I deal with the actual Pirate Lord. I had one yesterday where (2) additional Corvettes dropped into that USS along with the main target Corvette at the same time! :eek: If I didn't have the SLF to distract the other two ships while I focused on taking out the main target, I don't think I would have been able to deal with that much firepower directed at my Corvette. They were all Slite piloted ships with engineered weapons including Plasma Accelerators (All threat level 4) In the end, I and my NPC pilot managed to take down all three of those Elite piloted Corvettes. And because they were all in the USS instance I had ZERO help from the local system authority ships. I don't think a...
  • MUSKETEER's Avatar
    Today, 2:42 PM · 9 replies and 156 views.
    MUSKETEER replied to a thread Cobra MK 3 for PVP in PvP
    In the past Cobra Mk III was a fun little PvP ship with unmatched boost speed (before engineers, before silent running nerf). I had silent running Cobra with stacked HRPs. Many things have changed since. I wouldn't use it for PvP combat now.
  • DuckTyped's Avatar
    Today, 2:41 PM · 3 replies and 30 views.
    If you own a Cutter, don't forget to purchase the flood insurance policy, too. Just in case those splendid 0g swimming pools life support coolant tanks on the side rupture. So not only is my insurance going to cover less (no mods), but you're going to raise my premiums (from 0) as well?! :eek: What's next, a yearly deductible? Differing rates for in-network vs. out-of-network coinsurance: "sorry, Obsidian Orbital isn't in our network; you should've tried to have been blown to bits in Lave instead." Heh heh. Joking aside, I'm very much not a fan of the idea of losing mods on death. It's a pain enough to get everything unlocked and engineered as it is today. I can only imagine how much worse it would be if we had this idea in combination with the G1-G5 grind per module that's being considered.
  • Earth Ultimatum IV.'s Avatar
    Today, 2:41 PM · 16 replies and 435 views.
    Heat cannons were frowned upon because they were bugged. You're free to use them now (also, heat cannons are also anti-hull... Try getting hit bu a few cannons in the hull and you'll see). Reverb torps are not a combat tool, its a tool for quick ganks. Holds no real value in terms of build balancing.
  • EDanaII's Avatar
    Today, 2:41 PM · 170 replies and 11575 views.
    Personally, I think y'all are taking this a little bit too seriously...
  • Para Handy's Avatar
    Today, 2:41 PM · 15 replies and 124 views.
    I understand that there will be two situations - normally you will respawn in the nearest station (instead of your last-docked one) but for murdering scum, they will be respawned in "detention centres" with some sort of requirement before they get released. I don't know the details, hopefully someone will be able to elucidate (or correct me).
  • MickyG1982's Avatar
    Today, 2:40 PM · 15 replies and 193 views.
    MickyG1982 replied to a thread Beta question in Newcomers Forum
    Yes, they do. Just make sure you are in the Beta before you press that button... I've seen people bug report that too.
  • Lecitron's Avatar
    Today, 2:40 PM · 41 replies and 790 views.
    Yo hablo de la situación actual, si luego lo apañan ya es aparte
  • Cmdr Eagleboy's Avatar
    Today, 2:40 PM · 23 replies and 484 views.
    I have considerable background IT, servers and backends and it is certainly not small amount of work. It is certainly not a zero cost action. It is good idea if there's net benefit. I don't see net benefit there. I would rather see server admin and dev work spent elsewhere.
  • Winter Jasra's Avatar
    Today, 2:39 PM · 17 replies and 62 views.
    I do lose the time I've spent gathering materials and engineering said modules when selling.
  • ebbrell's Avatar
    Today, 2:39 PM · 57 replies and 1124 views.
    I have rolled a few stock boosters and hull reinforcements... I will by buying more to see how they compare before upgrading a grandfather one. I will also buy an addition FSD and see what happens. I could always sell the worse out of the two.. problem is they cost lots of money
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