Has there been a change to shield supply beams?

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    I have a number of ships that were built with shield supply beams hooked up to logic on the mother ship, supplying shield regeneration to numerous turrets. Since there is no visible beam animation for the supply beams yet, I hooked a light up to the logic system so I could more readily see when it was pulsing from my bridge.

    A friend of mine liked the design, and copied it to a ship he was making. When it didn't work, he asked me to come investigate. I looked the system up and down, tore it apart and rebuilt it, but still couldn't get it to work. Finally, I went back to my ships and checked the turrets on their. Sure enough, none of them would recharge their shields any longer. Are shield supply beams broke?
     

    Mered4

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    I have a number of ships that were built with shield supply beams hooked up to logic on the mother ship, supplying shield regeneration to numerous turrets. Since there is no visible beam animation for the supply beams yet, I hooked a light up to the logic system so I could more readily see when it was pulsing from my bridge.

    A friend of mine liked the design, and copied it to a ship he was making. When it didn't work, he asked me to come investigate. I looked the system up and down, tore it apart and rebuilt it, but still couldn't get it to work. Finally, I went back to my ships and checked the turrets on their. Sure enough, none of them would recharge their shields any longer. Are shield supply beams broke?
    Weapons do not hit docked entities. Sorry :(
     
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    I have plans to test shield drain beams on turrets pointed at the mother-ship but I think it may cause more issues then it solves as I think this will force the ship to always be "under fire".
     
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    I have plans to test shield drain beams on turrets pointed at the mother-ship but I think it may cause more issues then it solves as I think this will force the ship to always be "under fire".
    Might help on large turrets, the logic and beams are more than I can put on the small turrets I've been using. The resulting turrets would look silly on the ship, of course.
     

    Mered4

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    Might help on large turrets, the logic and beams are more than I can put on the small turrets I've been using. The resulting turrets would look silly on the ship, of course.
    Regardless, the shield recharge problem is still an issue.
     
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    I too had tried this some time ago. Thought I'd found the solution to the serious lack of available room in a basic turret since the shield and weapon changes. When I first hooked it up it worked great and kept the turrets supplied with ample shield recharge. Then it suddenly stopped.

    After a little testing as to why it stopped, I found that it would only work while the ship was docked to the homebase station. Once you undocked the ship from the station it would stop supplying shield to the turret. The other issue that I noticed while the ship was docked and it would supply shield to the turret was that the turrets were in a constant 'under fire' state meaning only 6% recharge rate.
     
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    Motherships cannot hit her own turrets, that's why this doesn't work. If it used to work it was a "bug". I think exceptions should be made so power drain and shield transfer beams can hit docked entities. Docked entities do hit the mothership, just don't inflict damage, and that's what allows docked power reactors to still function as well as a turret draining shields from the host (theoretically anyway as I've not yet tested it).
     
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    I was half way through testing whether it would work for one docked entity to supply shield to another docked entity. My test ship was almost ready to have the shield supply turrets mounted under the weapons turrets when the galaxy update came out which required a universe reset to bring the new content into the game.

    With the other changes to BwB blueprints, this test ship is now cost prohibitive to buy back into the game easily without me cheating with the amount of advanced armour and shield blocks used in it. It's not exactly a small ship.

    I would expect the constant underfire 6% shield recharge issue would still be a factor in this type setup with a fixed dock under a turret dock firing shield supply to the turret from the docked shield supply modular 'ship'.

    This same ship had 4 modular power supply 'ship' units, which were eventually abandoned. The reason they were abandoned was not because they didn't work, because they did, and would supply 900k e/sec to the host ship each in much less space than would have been needed for the 4.5mil e/sec they, and the host ship, made total. They were abandoned because whenever another player would come anywhere near the ship it would cause them to crash from the server. An easy way to win a fight (pilotless ships don't fight back very well), but not a very fair fight or fun for either person involved. It would also make me crash from the server if I left it parked on a dock at the station and leave in another ship. Then as I returned and reloaded the sector, the game would lag client side so badly it would eventually disconnect. The power supply computer was connected to only one side of the logic timer too.
     

    Mered4

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    I was half way through testing whether it would work for one docked entity to supply shield to another docked entity. My test ship was almost ready to have the shield supply turrets mounted under the weapons turrets when the galaxy update came out which required a universe reset to bring the new content into the game.

    With the other changes to BwB blueprints, this test ship is now cost prohibitive to buy back into the game easily without me cheating with the amount of advanced armour and shield blocks used in it. It's not exactly a small ship.

    I would expect the constant underfire 6% shield recharge issue would still be a factor in this type setup with a fixed dock under a turret dock firing shield supply to the turret from the docked shield supply modular 'ship'.

    This same ship had 4 modular power supply 'ship' units, which were eventually abandoned. The reason they were abandoned was not because they didn't work, because they did, and would supply 900k e/sec to the host ship each in much less space than would have been needed for the 4.5mil e/sec they, and the host ship, made total. They were abandoned because whenever another player would come anywhere near the ship it would cause them to crash from the server. An easy way to win a fight (pilotless ships don't fight back very well), but not a very fair fight or fun for either person involved. It would also make me crash from the server if I left it parked on a dock at the station and leave in another ship. Then as I returned and reloaded the sector, the game would lag client side so badly it would eventually disconnect. The power supply computer was connected to only one side of the logic timer too.
    That last part is a bug, or your reactor is clipping into the mothership.

    My own reactors certainly don't do that ;)
     
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    I was half way through testing whether it would work for one docked entity to supply shield to another docked entity. My test ship was almost ready to have the shield supply turrets mounted under the weapons turrets when the galaxy update came out which required a universe reset to bring the new content into the game.

    With the other changes to BwB blueprints, this test ship is now cost prohibitive to buy back into the game easily without me cheating with the amount of advanced armour and shield blocks used in it. It's not exactly a small ship.
    This is why I have a separate creative universe for building and testing designs/concepts.
     
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    That last part is a bug, or your reactor is clipping into the mothership.

    My own reactors certainly don't do that ;)
    I copied what was shown here in the forums. It didn't clip into the host ship and had 2 block space around it so I was able to move around the docked entity. It wasn't me that it bugged out so much with it, it was others when I entered the sectors they were in. It was great my end while I was using it.
     
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