Recent content by BoerToon

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      Fleet AI: use OpenSteer

      I have worked with this project, it is vector based hence no issues with a 3D space. It is really difficult to make a pathfinding algorithm from scratch. It was my first plan but I eventually switched to OpenSteer.
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      Fleet AI: use OpenSteer

      In order to achieve a more intelligent AI system, I suggest you use OpenSteer. It is open source and is rather easy in terms of complexity. Example of OpenSteer: Collision avoidance is also implemented but not demonstrated in the above video. In order to increase the amount of concurrent AI...
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      (Another) Weapon Rework

      Well the DPS and the PPS ( power per second) of all weapons are equal. So it doesn't really matter what combination you use. The only usefull effects are : increased shield damage ( ion), increased block damage (punch), no shield/ increased block&armor damage ( pierce, more general damage with...
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      Bug Starmade Quits after I click Launch

      The issues is with the 32 bit version of Java. Using a 64bit version works for me. Something with 32bit library of SIMD. # # A fatal error has been detected by the Java Runtime Environment: # # EXCEPTION_ILLEGAL_INSTRUCTION (0xc000001d) at pc=0x6e711860, pid=3064, tid=3016 # # JRE version...
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      Bug Starmade Quits after I click Launch

      It does look like i am running a 32 bit java, I needed that for some reason iirc.
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      Bug Starmade Quits after I click Launch

      .222 doesn't launch on my system too. 0.221 works i7 950, win 7 64 bit
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      Breaking the e/sec soft-cap

      I do not know what the previous generator rules were but what if you add a volumetric parameter to generators, so x*y*z instead of x + y + z and you put in a soft cap on groups and not on total size? So a high powered generator is really big. You need a big ship to fit it inside the hull.
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      Breaking the e/sec soft-cap

      That is not really efficient, my 31x31x31 generates just above 2 mil e / s Use 2 beams and drive them one after the other with a 2.5sec clock, you should be able to get around 1.8mil e/s to your mothership
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      Read by Council More Logic Gates: NAND, NOR, XOR, XNOR, PULSE

      You can create all logical functions with just NAND blocks, so it being a single block would be convenient. NOR also covers the entire logical function space.
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      Depth in the thrust system: use some physics.

      It adds another step to ship design. You can make an esthetically pleasing ship but then you would need to make it fly. Not every ship should have the inherent ability to fly superbe. It adds difficulty and diversity in pvp ships. It adds proper damage assesment to propulsion systems. Left back...
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      Depth in the thrust system: use some physics.

      Assymetric builds are no issue, u just need to counter off center placements with appropriate small thrusters at certain placements. It adds some depth to this system. The game now is just bulk placement for so many systems: power tanks, shield capacitors, shield rechargers, thrusters, ... all...
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      Depth in the thrust system: use some physics.

      It will not give a lot of pressure, the calculations occur during calibration. Nothing changes to the way we fly our ships just the relation to maximum speed, required power and mass is redefined. You could calculate it as below in the following steps: You just setup a complete linear space of...
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      Depth in the thrust system: use some physics.

      To be slightly of center of mass is no issue, you would just need a thruster in the appropriate direction to counteract this. You would not need to fire this thruster manually, Starmade should fire this up automatically. A way to implement this system is to reverse the calibration system. The...
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      Depth in the thrust system: use some physics.

      I find the lack in depth of the thrust system discouraging. It is just stack enough thrust blocks on your ship and you are fine. I propose a different system which is more physics based but does not need a lot of processing power. The general idea You can build multiple groups of thrusters at a...
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      Logic Parser Block

      I suggest a logic parser block is implemented which operates almost the same as the display block. You input a logic expression which is evaluated every tick. The block outputs a true or false which can be linked to other logic blocks. The block should be bound to the entity/ship core and...