While we're on the subject of colors; allow some options (profiles if you will) to configure colors for people with color blindness. I've heard about this a couple of times while talking to people in the chat channels.

Most issues boil down to the market. It's true in this case too. If this is, as you say, a problem for corporations trying to compete on beta, where are their buy orders? If this system was so heavily exploited, where are the sell orders?

Rethink your argumentation, it's like Swiss cheese (yum!) now.

This is a useful list, keep it up.

I doubt I came up with this first, but it might be a good addition:

- configurable alarms when your armor goes down (75%, 50%, 25%)

Also:

- flickering lights on outposts, like the rest of Nia's structures (this was confirmed a bug)

So, so, so.. Perpetuum is not a Steve-like after all, it's all D&D/Neverwinter Nights.

Johnny EvilGuy wrote:

My only problem with my iPhone is that it's magical.  When I whip it out of my trouser pocket, people flock to me to bask in the holy glow of the screen light that reflects from my face.  You wouldn't believe the number of times people have commented about how much more wealthy, enlightened, or just plain awesome it makes me appear.

Nice troll. Do realize the iPhone is the reason phones are actually awesome these days. Without it we'd probably still be stuck with what Nokia or RIM puts on the market these days.

431

(10 replies, posted in Bugs)

Me too, on Windows 7 (64-bit).

432

(14 replies, posted in General discussion)

Ydyp Ieva wrote:
Doek wrote:
Ydyp Ieva wrote:

Not only for the synthetic beings, our brain also works with binary pulses wink
(http://www.tbiguide.com/howbrainworks.html)

No, it does not. Your source says the same thing too. Sure, a neuron can fire, turning from 'off' to 'on', but that has little to do with binary. Analogues are dangerous, but think of it has two states of 'on', and one of 'off'.

And a two state equals binary, 0 or 1 and nothing in between. I nowhere see something mentioned about variables strengths of the impulses emited. So on= 1 and off = 0. But because we got so many of those cells in our brain it is far more advanced then the 64bit processors most people got in their home now wink

Here's the cite from your source:

Is the brain like a big phone system (because it has a lot of connections) or is it one big computer with ON or OFF states (like the zeros and ones in a computer)? Neither of the above is correct.

Here's an additional one:

http://pop.cerco.ups-tlse.fr/fr_vers/do … _90_91.pdf

Basically, I'd cite:

However, the evidence indicates that a large amount of information can be transferred using only 1 spike per neuron

Spike being the neuron firing. You should be able to see that this is a little bit more than a simple binary bit.

We could go in-depth with this discussion, but that's not the point of this thread. Suffice it to say even the basic building blocks of the brain have very little to do with Turing machines. Any analogy between the brain and whatever we have sitting in front of us (or even what CERN uses to process collisions) is simply pointless.

Besides, if it were, we could never figure it out anyway. See: http://en.wikipedia.org/wiki/Halting_problem

433

(14 replies, posted in General discussion)

Ydyp Ieva wrote:
Norrdec wrote:

Binary is the way for the synthetic beings tongue

Not only for the synthetic beings, our brain also works with binary pulses wink
(http://www.tbiguide.com/howbrainworks.html)

No, it does not. Your source says the same thing too. Sure, a neuron can fire, turning from 'off' to 'on', but that has little to do with binary. Analogues are dangerous, but think of it has two states of 'on', and one of 'off'.

434

(14 replies, posted in General discussion)

Btw, it says '12 islands is just a scratch of what we truly have.'

Binary seems a bit primitive for an advanced synthetic race though yarr

435

(24 replies, posted in General discussion)

Good, there's a thread on you. Slow down, it's getting slightly abrasive.

http://i.imgur.com/kXQVN.jpg

436

(7 replies, posted in Q & A)

That array is already in the game right, near TMA, NV?

Looking at the in-game descriptions, we're dealing with coilguns (e.g. a ferromagnetic projectile being pulled along a barrel with coils being turned on in sequence, or in Perpetuum's case, a single coil pushing the projectile away, given their descriptions). They are usually referred to as Gauss guns.

I'm just wondering, what's the difference between the EM-variety and the Gauss-variety? The range difference suggest the EM-variety might be a railgun, but that would contradict the descriptions for them.

Railguns generally involve two rails and a conductive slug (doesn't need to be ferromagnetic). A massive discharge of current on the rails, with the slug closing the circuit between the rails, will accelerate the slug along the rails according to the right-hand rule (magnetic fields, Lorentz force, and all that science). Because there's no magnetic saturation (which limits the speed a coilgun can accelerate a projectile to), the theoretical speed is extremely high (think 20+ km/s).

http://en.wikipedia.org/wiki/Coilgun
http://en.wikipedia.org/wiki/Railgun

So, how is having a modern smartphone not a modern solution to accessing/posting on forums?

iPhone, trolling your forums -on the go- since '07.

I would qualify this as low priority, maybe something for a side project or just generally food for thought, but as the story of Perpetuum (and thus, Nia) is getting richer, these island start to look a little empty. Think synthetic bunnies, if you will. I wouldn't let them drive mechanics, or even have them lockable (too small), just something to make the world richer and add more immersion.

Etil DeLaFuente wrote:

Just to let you know, next Profit version will be able to import your fittings exported via the web export tool. The application will monitor your clipboard then prompt to import one when found.

I was wondering if i could make a functionality to publish directly to the web site. It doesn't seem to have an api for that ? Or just export  it to the same plain text format.

Yeah, I'll make it able to import. If you build something that copies to the clipboard, we can make this happen.

Obi Wan Kenobi wrote:

yes YES OMG YES!! *jizzes pants*
lol dude that would be so awesome smile tho the devs might want to hire body guards See See Pee  may try to get em whacked if they do it big_smile

Yup, affiliations with the mob and all that.

https://viewer.zoho.com/docs/t5JQf

Dan wrote:
0110011100001111001010001 wrote:

Whats Steam?

http://en.wikipedia.org/wiki/Steam

Yeah, advertising Perpetuum via Steam would be great. But then we would have a problem with running multiple clients, would we?

Like you would do it now, copy the client directory and add an shortcut.

LOL not the copywriting I would have gone with, but Perpetuum would explode if it was to be featured on Steam.

444

(14 replies, posted in General discussion)

I like engaging those spawns, because it doesn't feel like farming. In fact, the spawn in question is a dynamic one, so there's all sorts of stuff coming my way. In some cases, I can take them down with two volleys, in other cases I spend the better part of 15 minutes luring one bot in, then take him down.

They feel like a challenge, which is good. There's plenty of spawns which you can actually farm of.

Norrdec wrote:

Let's move the server to Sealand!
http://www.sealandgov.org

Yes, let's play Perpetuum with AT commands tongue

Docking with the extension dialog (character profile) open, doesn't refresh the dialog, so you'd have to close and open it again to be able to buy/upgrade extensions.

Tiny bug, I'd say.

447

(3 replies, posted in Resolved bugs and features)

My impression was that it depends on the island you're on. So start roaming! wink

448

(16 replies, posted in Feature discussion and requests)

Alexander wrote:

The problem with "Look at Target" options is that they'll change the way combat and intelligence is gathered. For every reason that I like this option I also dislike.

Yup, which is why I was saying the range should be limited, nothing that defeats detection (radar) range.

Gargaj confirmed most of this is in fact in there, but not available for the clients you and I have installed. Still, unlocking the camera from rotating around your own robot (e.g. freelook like in a FPS) doesn't screw up anyone's game, in my opinion.

This thread is to summarize proposed camera features. Most of these features are probably best left under an option, to keep the UI clutter-free by default.

- focus camera on selected player/NPC/structure
- free-look camera (alternative on rotating around an object)
- adjustable zoom & field of view (FOV)
  - display number of degrees of FOV when using this option
- release camera (allows you to 'drop' the camera on the terrain)
- movable free-look camera (this would be the grand cru of camera options)

Obviously, locking/zooming the camera to an object or a position should have a limited range, perhaps also hiding the UI while using the feature, to prevent circumventing detection ranges.

To address the DEV's more directly; don't hold back features because of usability. These features are intended to make video footage and such. Power users never mind to type a few things in a console.

This might be because starter extensions are left out of this calculation. Since starter extensions are free in both EP and NIC, only the extensions that you choose to upgrade/buy since you started a character are included in the calculation.