Recent content by TBterra

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      binvox to sm3 blueprint (Released)

      could i ask for the command you used for vox2sm3, must admit that i hadnt checked if the workarounds it used have been patched in the latest patch
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      Importing your favorite ship hulls per request (1 a month)

      could you tell me what features you would like in Vox2sm3, currently i haven't been adding all that much because no-one has told me what new features they want
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      Importing your favorite ship hulls per request (1 a month)

      just to note, her tool is not by any-means done, it has issues with very large ships (larger than 2k x 1k x 1k) and the automatic layerd hull feature is taking some time to get working reliably
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      The Apparent Cancer That Is Docked Hull

      the inherited power and shields basically re-legitimizes docked reactors and shields (in fact it buffs them as they dont need transfer beams)(unless you have it so all reactors on any number of docked ships are treated as belonging to the master ship, which would remove docked reactors totaly...
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      another cloaking thread

      it makes for some interesting changes to cloaking. it makes all sizes of ships capable of infinite cloak as long as they are still/glide it also means that permacloak scouts cannot exist, and that the effectiveness of cloaks (for scouts) will be determined by 3 main things: cloak modules, power...
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      Buff Thrusters!

      is it possible to change the diminishing returns in the config, so we can test proposed changes to see what works? the current value of 0.87 is far to harsh simply because it punishes even fairly small ships ships. I would suggest testing a factor of 15/16 (0.9375), this is 3 times faster...
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      Hull Material and Thickness?

      how often do people actually use cannon pluse? I would have thought that its long cooldown and single line of destruction would make it rather useless unless you knew you where going to hit something important. Genuine question, I haven got much experience with pvp.
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      Read by Council Hinder design theft

      Ah, fair enough. The concept still stands, even if it may need some alteration to impliment
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      Read by Council Hinder design theft

      My two cents. mostly agreeing with op but with some clarifications and adjustments. In the game currently there are 3 types of 'ship': Ship blueprint in catalog Ship blueprint in item form Ship entity Also note that the ships in CC are all of type 1 proposed changes: A ship entity can be...
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      binvox to sm3 blueprint (Released)

      was that error in binvox or vox2sm3, I know that the windows version of binvox has errors with memory arrays larger than 2gb (1290 cube)
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      What do you listen to while playing StarMade?

      if your looking for spacey ambient music then i highly recommend stellardrone
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      Importing your favorite ship hulls per request (1 a month)

      As omega hasn't posted since august and in that time the blueprint format has changed, and as I've just finished my model importer. I will offer to talk over the hull imports. Here are my requirements: a link to a 3d model of the ship you want (.3ds or .obj preferable but anything will do...
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      Diminishing Shield Power on a Graph?

      The precise formula (the wiki has an approximation) is 220+110*blocks^(48/49), the important part is 48/49 which is the growth factor. a factor of 1 would be perfect linear scaling, where if you double the input then you double the output, with shields if you double the number of blocks you get...
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      Buff warhead damage/radius poll [Remastered]

      This would actually be rather effective, especially with aux reactors, it fixes them by making them a precision weapon, rather than a mini-nuke. radius could possibly be bumped up to 7 if and only if AI targeting priority was increased for ships with warheads on.
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      You just got to love the chunk system used on vehicles.

      Edit: looks like schema has already replied, this just goes more into how the proposed system would suck at collision detection Based on your response I assume you have never made a collision detection algorithm, mostly as you assume that finding the point of collision is trivial, when in fact...