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  #301  
Old 03-12-2012, 06:50 PM
binaryhelix's Avatar
binaryhelix binaryhelix is offline
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iPhone 4S, iOS 5.x
 
Join Date: Oct 2011
Posts: 163
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Good news, Dangerous 1.0.6 has been approved! Also, Dangerous Lite is now available for people to try for free before you buy. The Lite version differs only in that you can't spend any XP on skills.

Please let us know your thoughts!

Here's what's new in 1.0.6:

- Dpad turn rate limit option improves manual flight control
- Smoother camera transitions
- Improved orbit camera keeps target in view
- Improved undock and exit gate camera movements
- Fixed missile camera view
- Laser auto-aim and option setting
- Option to hide ship modules in Contacts list is enabled for small devices
- Display of neutral contacts is off by default for smaller devices
- Market module list display options: all, high, mid, low
- Warp destinations now labeled with quest types
- Map locator size reduced
- Scan probe interface made modal
- Improved planet textures and higher polygon planet mesh
- Can now orbit at fastest available thrust including afterburner
- Bug fixes related to continue after dying or quitting
- Fixed overlapping quest completion pane in station
- Various save and equipment bugs, text truncation fixes
- Various routing and derelict ship bugs, scrollbar bug fix
- Lots of minor bug fixes and tweaks
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  #302  
Old 03-12-2012, 06:56 PM
Juicebox_R Juicebox_R is offline
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iPhone 4, OS 4.x
 
Join Date: Oct 2009
Posts: 325
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Quote:
Originally Posted by binaryhelix View Post
Good news, Dangerous 1.0.6 has been approved! Also, Dangerous Lite is now available for people to try for free before you buy. The Lite version differs only in that you can't spend any XP on skills.

Please let us know your thoughts!

Here's what's new in 1.0.6:

- Dpad turn rate limit option improves manual flight control
- Smoother camera transitions
- Improved orbit camera keeps target in view
- Improved undock and exit gate camera movements
- Fixed missile camera view
- Laser auto-aim and option setting
- Option to hide ship modules in Contacts list is enabled for small devices
- Display of neutral contacts is off by default for smaller devices
- Market module list display options: all, high, mid, low
- Warp destinations now labeled with quest types
- Map locator size reduced
- Scan probe interface made modal
- Improved planet textures and higher polygon planet mesh
- Can now orbit at fastest available thrust including afterburner
- Bug fixes related to continue after dying or quitting
- Fixed overlapping quest completion pane in station
- Various save and equipment bugs, text truncation fixes
- Various routing and derelict ship bugs, scrollbar bug fix
- Lots of minor bug fixes and tweaks

Awesome! Thank you for your dedication to this game!
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  #303  
Old 03-12-2012, 09:35 PM
Gwarmaxx Gwarmaxx is offline
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iPhone 4, iOS 6.x
 
Join Date: Feb 2010
Posts: 1,263
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Quote:
Originally Posted by Juicebox_R View Post
Awesome! Thank you for your dedication to this game!
same here... thanks a lot guys!
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  #304  
Old 03-12-2012, 09:39 PM
awp69 awp69 is offline
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iPhone 3GS
 
Join Date: Oct 2009
Posts: 5,943
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With the lite version and my recent upgrade to a 3GS, definately going to have to check this out. Always up for a good space sim (and overlooked this upon its initial release because I couldn't play it).
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  #305  
Old 03-13-2012, 03:47 AM
Youtopia Youtopia is offline
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iPhone 5, iOS 6.x
 
Join Date: Feb 2012
Location: Madrid [Spain]
Posts: 116
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Thanks for the update!
Still no engine sound, but it's ok xD
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  #306  
Old 03-13-2012, 06:01 AM
FRS FRS is offline
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iPhone 4
 
Join Date: Oct 2011
Posts: 49
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There's no sound in a vacuum, and since your perspective is outside the ship that may be why the dev's are unwilling to address it... Also, pervasive noise of all of the thrusters going all the time could get annoying and in the way of the indicator sounds that are more useful, not to mention that there's a cinematic soundtrack to listen to.
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  #307  
Old 03-13-2012, 06:11 AM
Youtopia Youtopia is offline
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iPhone 5, iOS 6.x
 
Join Date: Feb 2012
Location: Madrid [Spain]
Posts: 116
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Is it annoying the sound in any other game? Dont think so...
Its important? Well, maybe. Now, with no sound or any animation, it looks like the ship isnt moving ar all...

Also, if there's no sound in the space, why the laser makes that noise? xDDD
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  #308  
Old 03-13-2012, 06:17 AM
FRS FRS is offline
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iPhone 4
 
Join Date: Oct 2011
Posts: 49
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Lol, I know, the inconsistency rarely makes sense, I mean it is a game after all.. but I do feel the dev's are trying to strike a balance between real-world physics, reality and an engaging game (for example, there's almost no "space-dust" visible in real-life either so the sense of motion would only be from momentum (which would kinda be cool if weapons with mass would deflect your ship, etc.). I was mostly just teasing..
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  #309  
Old 03-13-2012, 02:17 PM
Monsieur Dangereux Monsieur Dangereux is offline
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iPhone 4S, iOS 5.x
 
Join Date: Feb 2012
Posts: 15
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I beg to disagree... If the dev's intention was realism, there's no point in ships having wings either since there's no air to "float on" in space. Sounds and afterburner's flames (along with space particles) helps create the sensation on movement. After all I have a hunch that piloting a REAL space craft is a rather boring thing: push 2-3 buttons, set the autopilot for the next star system then you can put your legs on the desk and take a nap.

I would like an engine sound, very low volume, but still there. Just for times when you turn the music off...
What I would dream of having, as far as sounds goes (engine, warp drive, locking, missiles), is something like this
http://www.youtube.com/watch?v=apd8dJOZ-SA (from 1:29)



@binaryhelix
Thanks for the update!

I have a few questions:
- is there any penalty for stacking modules (energy, e-war, tanking etc.)?
- about the falloff range - is it like in Eve, where the falloff is only beyond the optimal range or is it on both sides of the optimum (closer and above)?
- are the prices on Hub stations 10% higher?
- what is the use of cmb ammo? Is it better than specialized damage ammo? (Hope not...)
- is sig radius related to the damage taken or only with the locking range/speed?
- still don't understand how locking/number of targets works. If I lock on (and shoot) 2-3 targets, will my weapons fire on all simultaneously or will switch to the 2nd after the 1st is done and so on?

Regarding the update:
The lag during fights is still there.
What does laser auto aim do?
I find the modules list on contacts is very useful (even if the screen of the phone is small), so I wouldn't disable it. Especially since one can quickly target/lock on in the contact list.
What's the difference between control sensitivity and touch control sensitivity? In terms of effects, I mean...
One thing that annoys me very much is the green square on my ship. It would be great if you could get rid of it for a next update.

Last edited by Monsieur Dangereux; 03-13-2012 at 03:47 PM.. Reason: added a few (...) questions
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  #310  
Old 03-14-2012, 12:24 AM
Savant Savant is offline
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iPad, OS 4.x
 
Join Date: Dec 2010
Posts: 91
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I'd like to get this after I finish the expansion of Galaxy of Fire 2 HD, I'd just like to ask... is the story of this game a big component or is it more of a sandbox-type where you trade what you want, do missions here and there, but there's no over-arching storyline to it all that ties everything up?
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