Pulsar: Lost Colony

NaomiLynn

Casual
turned out i got off ON TIME tonight instead of the usual wait for fucking ever since the mechanics at work can just do their damn job and stop screwing around. fucking "1 team 1 fight" means we all gotta stay till they done, but they let me go since i dont work on trucks lol. but yea im MST also. i said 7 because of the times you guys said before, but im ready from now till whenever. See ya guys soon
 
Thanks guys, it was a hoot. I'm sorry I had to leave as early as I did, but had to help unload the track. Most evenings I can go for a long haul uninterrupted if we plan it. I'll be up for getting the USS Joyride back in action whenever y'all are.
 
Nice guide, Daunt! I read it all. Very handy.

I will be up for a session tonight and will be free pretty much as long as we want to play. I'll be able to get on as early as about 6 PST/7 MST.

I was going to get back to racing tonight, but iRacing is releasing an update tomorrow so I am going to wait for that build to be done and then hit the race track hard tomorrow night instead.

PS: I think it would be appropriate to coordinate games in some place other than the review thread (I would guess). Should we use another thread somewhere to arrange Pulsar sessions or use PMs or something else?
 

Daunt

MLG Pro
Good suggestion. I've opened up a thread for our current game, to track what we're playing, with whom, etc as well as when we can get together.

I too was planning to race but I suppose I'll wait!
 

Daunt

MLG Pro
Beta version 8 released:

Main Features:

Ship Hailing - Ships you encounter in the galaxy can now be hailed. The Captain can interact with ships and use Diplomacy or Intimidation actions to negotiate with a hostile ship or extort weaker ones.

Ships will treat you differently depending on which faction they belong to, which faction you ‘appear’ to be, and where you are in the galaxy. Hopefully these factors will be a good start in adding a bit more life to the other ships in the game.

Diplomacy options may appear when a ship is prepared to fight. These options allow you to potentially ease a ship’s hostility and prevent any turrets from firing.

If a Captain wishes to know how likely certain diplomacy options are to succeed, they can attempt to probe information from the other ship. Probing a ship will display percents of how likely the ship is to accept certain diplomacy options, but it may also pick away at their patience and instigate a fight.

When a ship is not hostile, you can attempt to intimidate that ship into giving you fuel or credits. A failed intimidation will cause the ship to become hostile towards you.

Blind Jumps - Ships are now equipped with an Emergency Blind Jump System. This allows you to immediately activate your warp drive to travel to a random sector in the galaxy. It may cause significant damage or total ship destruction, so it should only be used in dire circumstances.

New Ship Screens - Ships have four additional screens, one for each of the main ship systems (Engineering, Science Lab, Weapons and Life Support). These screens display the main systems’ current conditions and give you more choices to allocate power within the systems. For example, you can now control power levels for individual turrets. There are currently no settings for the Life Support screen yet. We’re still planning which settings it will have.

We hope this will help new players understand the purpose of each system, as well as offer new settings and functionality to experienced crews.


Additions
-Ship-to-ship dialogue system
-Emergency Blind Jump system
-Main System Screens
-Unlockable teleporters
-Captain can drag and drop components in tab menu
-New planets / sectors

Changes
-Tweaked warp visuals
-Mega turrets now use more power overall
-Two new talents for the Captain to boost either Diplomacy or Intimidation actions in ship dialogue
-Ship drag coefficient is now modified by engineering system health
-Ship screens visual tweaks / now works with fog effects properly
-Warp jumps should be slightly smoother and input shouldn’t stutter / be ignored for a short time
-Memory optimizations (about 30% reduction from Beta 7)
-Some balances changes to certain ship attributes
-Small rendering optimization during warp
-Tweaks to galaxy generation
-Save file format updates
-It is now possible for enemy ships to be flagged (won’t cause rep loss when attacked)
-Added fog/smoke visual for ship fires
 

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