StarMade v0.201.126 - Weapon Update

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    I'm returning to v0.200.335 until doors work reliably and structures render before I collide with them.

    I know the game is a Work-in-Progress, and that the designers want my feedback, but between buttons, doors, and rendering, I have caught myself yelling at my monitor because I'm tired of stuff not working. I can't troubleshoot anything this way. All this stuff worked fine in v0.200.335, so that's where I'll be. All I was really working on anyway was hull design and power systems. Looking forward to an update!
     

    Edymnion

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    As the missile's damage increases, so should it's turning radius.
    This would make it very impractical to shoot your capital killing torpedoes against small craft, as they would almost always miss.
    The occasional hit would still be catastrophic, but that is only natural.
    ...this... this is good. I'd add in that missiles self destruct after X seconds of being fired so that they don't go into endless looping orbits (I've seen lock-ons do this on super low accuracy AI servers), but yeah, this is good. Would mean bigger missiles would ONLY effectively be capable of hitting stationary targets or larger ships that can't dodge. Ships that should already have enough size to warrrent a few good sized PDTs.
    The graph they posted shows diminishing returns for missile hp gain; meaning, the larger the missile, and the pd turret, the more the fight goes in the favour of the turret.
    But only at the million damage plus mark. That curve is practically a brick wall at the lower end.
    They could also make beams be able to hit missiles. Super-accurate, instant-hit weapons that get stronger as the missiles get closer would make very effective point defense weapons.
    Yeah, this would also be a very good answer for me. At which point it becomes less "I need a huge turret to spray and pray!" and more "Okay, I have to balance size against speed, how many ticks can I get against missile type X before it reaches me?"

    Super high missile HPs would be less imposing if beams could solidly whittle them down over a couple of seconds, instead of crazy inaccurate cannon fire that misses 9 times out of 10 (meaning if you don't one hit kill, you don't stop the missile at all).
    I'm returning to v0.200.335 until doors work reliably and structures render before I collide with them.

    I know the game is a Work-in-Progress, and that the designers want my feedback, but between buttons, doors, and rendering, I have caught myself yelling at my monitor because I'm tired of stuff not working. I can't troubleshoot anything this way. All this stuff worked fine in v0.200.335, so that's where I'll be. All I was really working on anyway was hull design and power systems. Looking forward to an update!
    Thats fine man, its the mature and reasonable course of action. Thanks for being an adult about it! :)
     
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    crash when using salvage beams "requested type 0 is null" with latest version 0.201.127
     
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    I created a small missile array and no matter how many missile capacity modules I added I couldn't get the stored missiles above two and when I removed all the missile capacity modules the capacity stayed at two instead of going back down to one.
     
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    DrTarDIS

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    Yay for new build.
    Checking a couple other things:
    Has anyone noticed delete/remove blocks acting weird? For me, I've noticed it sometimes bypassing/going trough blocks aimed at while holding ctrl. To be clear: hold ctrl -> select brush size ->still holding, move cursor till outline appears where you want to delete your brush -> right-click, sometimes deletes behind, below, off to one side, etc instead of the block the yellow would indicate is about to be deleted (exactly opposite the yellow box)

    Minor annoyance while rebuilding for this version. Related:
    The dock's upload file confirm button is missing.


    a screenshot is supposed to go here
    THE DELETE STRANGENESS HAPPENED TO SABER ON STREAM TOO!
    Code:
    https://www.twitch.tv/videos/281888923
    1:16:47 - :1:16:49 ROFL
     

    TrickyNicky27

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    Yes. Stations, also. I've had very long wait times for both where I just hang in space nearby and watch, often without any other activity nearby, no combat, no other ships, no "heavy load," where the target is listed plainly on my navigation list and is only a few hundred meters away, but will not load.

    Planets, well, I can see the mantle only. They have no surface. Just a big glowing ball of molten rock.
    Yes. Stations, also. I've had very long wait times for both where I just hang in space nearby and watch, often without any other activity nearby, no combat, no other ships, no "heavy load," where the target is listed plainly on my navigation list and is only a few hundred meters away, but will not load.

    Planets, well, I can see the mantle only. They have no surface. Just a big glowing ball of molten rock.
    I had a problem with the blocks in my saves not loading at all; so no planets like you said, no stations, and no ships. I searched around a bit and I found an old bug post on the forum that one of the devs replied on. Their fix entailed deleting the settings file in the starmade folder, which worked for me. Strangely however, it only seemed to work one world at a time, and only worked on the first world I loaded up after trying the fix each time.
     

    Nauvran

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    welp looks like detailing is a pain now.
    A lot of good blocks are gone and all system blocks are impossible to use as decoration as it ruins the integrity.
     

    Edymnion

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    welp looks like detailing is a pain now.
    A lot of good blocks are gone and all system blocks are impossible to use as decoration as it ruins the integrity.
    Devs have shown before that they're quite willing to make decorative versions of blocks that are/were popular. I'm sure if you can get a list of the ones you're using frequently for decorative purposes and put it up that they'd make them up.

    I used the old jump modules a lot for decoration because of the nice blue pulse. When those got removed, devs happily made the decorative version so that we could keep using them.
     
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    Nauvran

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    Devs have shown before that they're quite willing to make decorative versions of blocks that are/were popular. I'm sure if you can get a list of the ones you're using frequently for decorative purposes and put it up that they'd make them up.

    I used the old jump modules a lot for decoration because of the nice blue pulse. When those got removed, devs happily made the decorative version so that we could keep using them.
    My ¨point was that the new systems are very limiting when it comes to being creative with your builds. Sure they'll make decorative versions later on but the issue is present now.
     
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    My ¨point was that the new systems are very limiting when it comes to being creative with your builds. Sure they'll make decorative versions later on but the issue is present now.
    They can't do everything at once you know. Right now I would like them to fix the bugs that are still present. Then we can worry about nicety's like decoration blocks.
     
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    Nauvran

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    They can't do everything at once you know. Right now I would like them to fix the bugs that are still present. Then we can worry about nicety's like decoration blocks.
    You dont say?
    so you mean like fixing the fucking integrity of thrusters so they can be used as decoration again?
     
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    You dont say?
    so you mean like fixing the fucking integrity of thrusters so they can be used as decoration again?
    That's the point of decorative blocks. IF they accept to make a decorative block based on the thrusters' textures, no more issue with your concern.
     
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    Nauvran

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    That's the point of decorative blocks. IF they accept to make a decorative block based on the thrusters' textures, no more issue with your concern.
    but that would be pointless and a waste of IDs for blocks
     

    Edymnion

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    but that would be pointless and a waste of IDs for blocks
    They've already said that block IDs are no longer a limiting factor. So "waste of IDs for blocks" is a non-issue.
     

    Nauvran

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    They've already said that block IDs are no longer a limiting factor. So "waste of IDs for blocks" is a non-issue.
    still pointless to add a block thats already in the game, dont you think
     

    Edymnion

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    still pointless to add a block thats already in the game, dont you think
    No, actually. I wouldn't mind a decorative copy of virtually everything being an option.

    I use a lot of standard armor in my builds for interiors because the texture tiles nicely and the brown standard armor especially makes for excellent carpet. I'd like to have the option of using a decorative version of that armor that doesn't add all the weight, but for now I just call it "layered armor" and keep going.

    So yeah, I'd have no problems doubling all the non-decorative blocks (armors, systems, etc) with decorative copies that just take some basic mesh/composite to make.
     
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    Is 4 years from answer that you will add water to game, and still nothing. i would love water in game because you could build water ships or cities. Like Atlantis from Stargate is very sad that you dont add this feature that would change all of the game. even in Space Engineers dont have water.
    Water is very strategic for game like this and if it will be done right it will make BIG boom of sales. Example underwater cities,bases on water special ships like cities that can land on planet with water.
     
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    V 0.201.129

    I spawn my turrets via the admin mass spawn option in the catalog. Usually a lot of them.

    Then i spawn some pirates to test them.

    So far so good.

    BUT when i clear all mob admin span, all the turrets i installed on my ship despawn also !!
     
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    V 0.201.129

    I spawn my turrets via the admin mass spawn option in the catalog. Usually a lot of them.

    Then i spawn some pirates to test them.

    So far so good.

    BUT when i clear all mob admin span, all the turrets i installed on my ship despawn also !!
    LOL