Making an ACTUAL carrier

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    make giant landing pads entirely out of rails... and .... wait for it... make sure the fighter has the rail docker flush with the bottom.
    Magnetic docking doesn't work that way. At least one of both blocks has to stick out.
     
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    from my experiance its going to be ALOT harder than it sounds to land on a moving carrier... but then again a carrier isnt exactly supposed to be terribly mobile in the first place.

    its best to place the docking module on the very very back/bottom of the fighter (you kinda have to design it with this in mind) and you have to slam down on the sunway and use it to properly align yourself as you move to the capture pit where it will get docked.

    the issue comes with speed, the faster you are moving the glitchyer it gets so you actually need to slow down quite a bit under your own power, i find moving faster than about 50m/s against a stationary target tends to be the limit.
    Even stationary, moving at 200 m/s, it was pretty easy to nail down a perfect path to take. I haven't given up on this idea entirely, but right now, there are more pressing concerns. Like making a proper planetary invasion ship, or a high speed, high volume mining vessel.

    It should also be mentioned that my framerate and performance issues may be from the fact that I consider this ship to also require an escort fleet, which contributed to the overall lag. As of right now, stationary, with escort fleet and JUST the shell of the carrier and a single fighter for experimentation, I'm down to 45 frames per second. And if you botch a landing, as I did one time, and slam into the side of the carrier, sending it spinning and flying, it causes almost uncontrollable lag and jumping.
     
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    alright so i figured out how to make a stop beam web work without rippling to the main ship carrier!


    chain docking. you have to make sure each arm that contains your stop beams not only has a 2nd entity connecting it to the ship but you also have to make sure that it hits another arm built the same way.

    _| ------- |_

    this will make sure that the stop effect will NOT be transfered to the main ship and wont effect its speed while at the same time makes it so that the beams dont fly out into space for hundreds of meters and instead stop once they hit the opposing side of the net.

    dont make these 1m thick either, moving your ship moves the beams slightly during each pulse and where the beam is aimed ends up slightly behind where it initially aims, its best to leave some breathing room for the beam to wander so that it doesnt end up hitting your ship by moving off target at high speeds.
     
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    alright so i figured out how to make a stop beam web work without rippling to the main ship carrier!


    chain docking. you have to make sure each arm that contains your stop beams not only has a 2nd entity connecting it to the ship but you also have to make sure that it hits another arm built the same way.

    _| ------- |_

    this will make sure that the stop effect will NOT be transfered to the main ship and wont effect its speed while at the same time makes it so that the beams dont fly out into space for hundreds of meters and instead stop once they hit the opposing side of the net.

    dont make these 1m thick either, moving your ship moves the beams slightly during each pulse and where the beam is aimed ends up slightly behind where it initially aims, its best to leave some breathing room for the beam to wander so that it doesnt end up hitting your ship by moving off target at high speeds.
    Thats brilliant! Maybe I won't stop working on this project entirely yet...
     
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    Thats brilliant! Maybe I won't stop working on this project entirely yet...
    i only experamented so far with it but i confirmed for myself that chain docked entities shooting at the main ship both can hit he main ship (t prevent the beams from shooting off into space) and negate weapon effects.

    you MIGHT not have to use chain docking if you make sure the stop beam is hitting another docked entity but i diddnt confirm that part.
     
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    I guess it is a bit late for most of you guys now, but if anyone would stumble on the thread I have made a tutorial now that may explain some of it :)
     
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