Recent content by ruger392

    1. ruger392

      Experiments and thoughts on stealth technology

      So I recently came back around to starmade and have begun looking into stealth technology. I figured black surfaces with concealed or barely visible weapons, engines and a radar jammer would make for a solid and inconspicuous platform that would allow for aesthetic touches and would give a...
    2. ruger392

      Adjusting/disabling inventory capacity

      So with the newest update, I am faced with a problem. In my SP game I'm building ships and my inventory is currently at 2.4m/2k capacity and now I can't remove any blocks from my ships because my inventory is beyond capacity. I could switch to using creative, but creative is more inefficient...
    3. ruger392

      Power changes are ridiculous and broken

      What I'm seeing here is that this change does not make a difference in the overall scheme of things. It just ups the scale to 2x its previous scale. Combat ships now have 2x the power and as such can support twice the amount of shields, thrusters, weapons, etc. RP ships will still be inherently...
    4. ruger392

      Ruger Design Co.

      So after wanting to make a minelayer and finding out mines were impractical, wanting to make a planetary siege vessel then having the hull not turn out well, I've settled on creating the Demeter-class Technological Warfare and Reconnaissance Vessel. I like the direction the ship is going, but it...
    5. ruger392

      Mines and their practicality

      My fix for the mine-destroyers (and a part of the plan from the start due to various reasons) was to implement a radar jammer that is activated by logic and stays online. However, this requires sacrificing warheads for the power supply which reduces damage even further. The only way I can see...
    6. ruger392

      Mines and their practicality

      So recently I've been wanting to build a minelayer but I'm starting to wonder if mines are even practical. If deployed in enough numbers and in close enough proximity around an object they would certainly get hit by things and blow up, but can you fit enough warheads inside a small mine for it...
    7. ruger392

      Ruger Design Co.

      At last, the Eviscerator's first release version is ready. The changelog since v0.95 is massive and I probably won't be able to remember everything, so I'll do my best: v1.0 Changes: Added aft engine pods - Buffed thrust to 93k to counteract increasing mass Added primary lock-on explosive...
    8. ruger392

      Ruger Design Co. Eviscerator-class - Ruger Design Co. Eviscerator-class V1.0 - Ship complete, first full release

      FINALLY! First release! I'm so happy that this is done and even happier that it's progressed this far since I first posted it up here. I still have some plans for the unused interior space, but that update will come at a later time. I'm taking a break and starting a new project now. Many thanks...
    9. ruger392

      Shield Regeneration

      So I've been building a ship and I focused on being able to sustain damage for extended periods of time which necessitated the shields being able to generate more shields per second than the DPS being dealt to the ship. The ships' shields/sec is currently 1.5mil (or so says the display: ), but...
    10. ruger392

      Ruger Design Co.

      Work continues on the Eviscerator. After studying some of the better-looking ships here on the docks, I think I'm on the right track: And an interior shot of the finished mess hall: Still a ways to go until I plan to release v1.0, however. Need to fix that glitching beam (I've tried a few...
    11. ruger392

      Ruger Design Co. Dissonance-class - Ruger Design Co. Dissonance-class v1.1

      Added aesthetic features. Fins on top/bottom, white secondary color. Managed to use up a small bit of unallocated space to increase thrust by 10 units.
    12. ruger392

      Ruger Design Co. Dissonance-class 1.1

      The Ruger Design Co. Dissonance-class transport gunship, as advertised. More info in my thread: www.starmadedock.net/threads/ruger-design-co.21895/
    13. ruger392

      Ruger Design Co.

      Due to my PC shutting off while StarMade was running and SM deciding to kill itself and corrupt my world and some settings the other night, I have been unable to make progress on the Eviscerator. I was attempting to find whatever in the world was corrupted so I could restore all the other files...
    14. ruger392

      Ruger Design Co. Eviscerator-class - Ruger Design Co. Eviscerator-class v0.95

      Added more aesthetic touches - more blue, some white, a couple additions to the hull. Added missiles (though they are currently dumbfire and do not work as intended). Will be ready to release as v1.0 by the end of Monday, hopefully.
    15. ruger392

      Ruger Design Co. Eviscerator-class - Ruger Design Co. Eviscerator

      Latest version (v0.9) includes: Deck II unsealed, crew quarters inside Aesthetic changes to exterior Nameplate on either side Fixed a few hiccups with logic, everything should work properly now