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It's in the save's .sbc file or something, called GravityFalloff, I think.
Just search 'falloff' or 'gravity' in there and you should be able to find it. I think 2 is realistic, while 7 is the default? It's configured per-planet.
Suppose I was trying to weaponize this..
Could I use this (at the center) of a grinder pit to pull in rogue fighters in or out of orbit?
Could I ALSO launch this puppy and watch it group up enemies into a singular location?
I need to know these things, because I've been trying to figure out a way to suck enemies into a singular area for focus fire.
I think there was a missing zero in registering for updates or something. I've got a patched version, but I don't know if it's allowed.
of course it smashes down
The bolt, if you could hit, was durable but because it was not a static connection and just barbs tearing at armor it tended to rip the captive ship up and they often pulled lose. There were of course times when it just pened the armor but it did not grab so they escaped all together.
The arm had a static hold so it's grip could not be easily shaken... but it was fragile and was easily shot off. ramming it ironically destroyed the landing gear as well so that it failed.
I never used either prototype in multiplayer because ultimately while they were a cool and good idea they sucked in practice and werent worth the trouble
Unless you can prevent the usage of gravity drives (Art. Mass) on planets, that would be exploitable (Which I think is the main reason they're disabled). Maybe if it was just the uni-directional grav gens that were non-functional on planets? I know gravity generators work slightly on moons, though, so I'm definitely trying that.
I've set up my game so that you can't actually build gravity generators until you've mined a material you can only get on the moon, though, so exploitation wouldn't be too big of an issue for me.
Those mines ARE actually simple, too, since you can just invert the gravity on the warhead-board GGens and they'll vacuum themselves towards the target. However, things like chaff launched first could cause a serious hole in the defences, which is awesome.
These gravity mechanics will certainly spice up that aspect of the game. I can't wait to actually manage my gravity carefully, instead of just cranking it up to the ship's bounding box and forgetting about it.
@Anubis sounds terrifying, especially if you turn voxel damage off!!!
It's a shame that we still can't have moving voxels... I'm still holding out hope for reference frames, that way we could have anything move at any speed and still have things within it interact properly!