The Enjenir

The Enjenir

Some Feedback
1. I was building an airship (video coming soon) when I noticed that there's no dampening which was a problem cuz it meant that the ship was hard to control and would slowly start to drift until it became uncontrollable. So I propose an object called the dampener and rotational dampener which when placed will create a force with a controllable strength from 20 to 80 percent opposite of the the movement of whatever its attached to, while also being able to be activated and deactivated with the control seat. Or a logic system with a speed sensor like trailmakers would work but I honestly don't know which one would be easier.

2. Another thing I noticed was that precise placement of things like balloons and wyvern engines is hard because you place your balloons/wyverns then you test it out and if it's wrong you're forced to delete it and try to remember the exact spot it was placed in so you can adjust it. And also sometimes you want the balloons in a specific shape or the wyverns in a specific rotation. So if you could adjust the scale, rotation, and the position of already placed objects using sliders similar to the ones in unity, blender, or unreal engine, it would be the biggest qol improvement possible in my opinion.

3. I don't know if you considered fluid flux integration or not. But if you considered it but thought it would be too hard for players to seal up holes then a solution (and also something that would be extremely useful in general for looks) is something like caulk or maybe even a placement mode for boards where instead of clicking and dragging you click each individual point you want the board to cover.

4. Have you ever considered VR support. Totally understandable if that's just out of your scope I just have to ask because that would actually rock.

5. Not really feedback but I'm excited for the workshop update that I know is coming next

Also I noticed you added an option to make the connections on the planks screws instead of nails which is really useful and probably would have saved me a couple minutes had I not noticed it literally the moment after I finished screwing on my planks for my airship.
Last edited by alexisislam2503; 8 Nov, 2024 @ 8:36pm
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Showing 1-4 of 4 comments
Davesoft 5 Nov, 2024 @ 3:33pm 
An anchor helps with air drift :)
alexisislam2503 5 Nov, 2024 @ 3:43pm 
Originally posted by Davesoft:
An anchor helps with air drift :)
Is there anchors in the game? Also you make cool builds
The Enjenir - PeatyTurf  [developer] 13 Nov, 2024 @ 5:12am 
Originally posted by alexisislam2503:
1. I was building an airship (video coming soon) when I noticed that there's no dampening which was a problem cuz it meant that the ship was hard to control and would slowly start to drift until it became uncontrollable. So I propose an object called the dampener and rotational dampener which when placed will create a force with a controllable strength from 20 to 80 percent opposite of the the movement of whatever its attached to, while also being able to be activated and deactivated with the control seat. Or a logic system with a speed sensor like trailmakers would work but I honestly don't know which one would be easier.

2. Another thing I noticed was that precise placement of things like balloons and wyvern engines is hard because you place your balloons/wyverns then you test it out and if it's wrong you're forced to delete it and try to remember the exact spot it was placed in so you can adjust it. And also sometimes you want the balloons in a specific shape or the wyverns in a specific rotation. So if you could adjust the scale, rotation, and the position of already placed objects using sliders similar to the ones in unity, blender, or unreal engine, it would be the biggest qol improvement possible in my opinion.

3. I don't know if you considered fluid flux integration or not. But if you considered it but thought it would be too hard for players to seal up holes then a solution (and also something that would be extremely useful in general for looks) is something like caulk or maybe even a placement mode for boards where instead of clicking and dragging you click each individual point you want the board to cover.

4. Have you ever considered VR support. Totally understandable if that's just out of your scope I just have to ask because that would actually rock.

5. Not really feedback but I'm excited for the workshop update that I know is coming next

Also I noticed you added an option to make the connections on the planks screws instead of nails which is really useful and probably would have saved me a couple minutes had I not noticed it literally the moment after I finished screwing on my planks for my airship.
You'll be happy to know that our next update is going to hopefully include aerodynamics (at least to sheets at first) which will help allow for steerable air vehicles, and even water vehicles too with a rudder! We're planning on enabling that on the beta branch hopefully later this week, but it will be limited to just sheets which you might enjoy testing out.

We've already build a working plane that uses flaps to steer, and even a working helicopter that uses wyverns only to rotate the propellor, and all lift is calculated using aerodynamics! So that might help with steers etc :)

Good idea about the adjustable balloons, after the next major update, that should hopefully include aerodynamics and steamworkshop support (good eye from you there spotting my test file ;) ) we'll be looking at the feasibility of making it possible to edit items after you place them. There's a lot of complexities involved in that (unfortunately not as simple as you would imagine!) but we'll see what we can do there!

As for VR, we actually do make VR applications in our day jobs (we still work as engineers by day :) ) so theoretically we know how to do that - but I think there's just so much work involved, it would basically require rewriting the entire game to work which would just be too much work - for now at least! I'm not sure how worthwhile it would be, not sure how popular PC VR games are these days!

At the moment we're happy with the water in it's current state, but I know what you mean by the gaps. I think that's something that would be super difficult to implement, but it's a good idea!
alexisislam2503 13 Nov, 2024 @ 10:28am 
Originally posted by The Enjenir - PeatyTurf:
Originally posted by alexisislam2503:
1. I was building an airship (video coming soon) when I noticed that there's no dampening which was a problem cuz it meant that the ship was hard to control and would slowly start to drift until it became uncontrollable. So I propose an object called the dampener and rotational dampener which when placed will create a force with a controllable strength from 20 to 80 percent opposite of the the movement of whatever its attached to, while also being able to be activated and deactivated with the control seat. Or a logic system with a speed sensor like trailmakers would work but I honestly don't know which one would be easier.

2. Another thing I noticed was that precise placement of things like balloons and wyvern engines is hard because you place your balloons/wyverns then you test it out and if it's wrong you're forced to delete it and try to remember the exact spot it was placed in so you can adjust it. And also sometimes you want the balloons in a specific shape or the wyverns in a specific rotation. So if you could adjust the scale, rotation, and the position of already placed objects using sliders similar to the ones in unity, blender, or unreal engine, it would be the biggest qol improvement possible in my opinion.

3. I don't know if you considered fluid flux integration or not. But if you considered it but thought it would be too hard for players to seal up holes then a solution (and also something that would be extremely useful in general for looks) is something like caulk or maybe even a placement mode for boards where instead of clicking and dragging you click each individual point you want the board to cover.

4. Have you ever considered VR support. Totally understandable if that's just out of your scope I just have to ask because that would actually rock.

5. Not really feedback but I'm excited for the workshop update that I know is coming next

Also I noticed you added an option to make the connections on the planks screws instead of nails which is really useful and probably would have saved me a couple minutes had I not noticed it literally the moment after I finished screwing on my planks for my airship.
You'll be happy to know that our next update is going to hopefully include aerodynamics (at least to sheets at first) which will help allow for steerable air vehicles, and even water vehicles too with a rudder! We're planning on enabling that on the beta branch hopefully later this week, but it will be limited to just sheets which you might enjoy testing out.

We've already build a working plane that uses flaps to steer, and even a working helicopter that uses wyverns only to rotate the propellor, and all lift is calculated using aerodynamics! So that might help with steers etc :)

Good idea about the adjustable balloons, after the next major update, that should hopefully include aerodynamics and steamworkshop support (good eye from you there spotting my test file ;) ) we'll be looking at the feasibility of making it possible to edit items after you place them. There's a lot of complexities involved in that (unfortunately not as simple as you would imagine!) but we'll see what we can do there!

As for VR, we actually do make VR applications in our day jobs (we still work as engineers by day :) ) so theoretically we know how to do that - but I think there's just so much work involved, it would basically require rewriting the entire game to work which would just be too much work - for now at least! I'm not sure how worthwhile it would be, not sure how popular PC VR games are these days!

At the moment we're happy with the water in it's current state, but I know what you mean by the gaps. I think that's something that would be super difficult to implement, but it's a good idea!
Thanks for the reply! VR development is extremely hard so it's no wonder you always manage to make ultra high quality updates.
Will workshop support work with wholesale files or will you be able to select builds?
Also pcvr games are gaining popularity but probably wouldn't be worth the time unless you managed to make it insanely fast but it might be worth it as a separate game, I totally would pay for that this game is already worth more than $15 so a vr port would be insane.
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