Recent content by Temeter

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      Why are delays as they are?

      Thanks, I see. Wondered if that delay was hardcoded.
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      Power 2.1 doesn't suck.

      I'm by no means and expert, but to me that seems pretty straightforward: Shine wanted to keep the ship sized connected to power, but avoid the part where that means literally filling your ship with millions of blocks. So the stabilizer means you just have to put blocks at the two ends of a ship...
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      Why are delays as they are?

      I agree, there should be more options; but rather from the exact opposite side! For the stuff I did, I wanted a tiny delay, <100ms, and the delays were far too long^^ It's cool to see how people work around a lot of those short-comings, but I really don't think that's too valuable in the long run.
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      On load, docked entities are immobile and slightly angled

      Hope this site for uploads is ok, haven't used it before: Uploadfiles.io - Ship_WithTurret-RailProblems.zip Turret is kinda obvious^^, when you want to take a look at the tram, it's below the pointer. At the time where I created the blueprint, the turret was tilted as above and couldn't turn...
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      On load, docked entities are immobile and slightly angled

      Jup, I'll get to it in the evening or tomorrow morning, so I can get you a current BP! Gonna tag you then. Thanks, good to know it's a known, major bug, and (hopefully) not a corruption of server and craft. Really bad one though, I do agree. Basically just breaks my craft if I want to do...
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      On load, docked entities are immobile and slightly angled

      (image ablum) Hi! I currently got a very obnoxious issues with my ship in construction: It has a bunch of docked entities, and after loading transports on rails are immobile and turrents can' turn. Looking closer, it turns out those stuck entities are docked at a slight angle. Un- and...
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      What exactly are the penalities of low stabilization?

      I did play around a bit before making this thread, and I wondered if there was some additional reactor damage. It's hard to see just by itself. Current plan is to stay on 100+% (my ship is fun RP stuff either way). It's definitly an interesting quirk. Could benefit small non-combat shuttles...
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      How do I make a salvager without a negative integrity? (Power 2.0)

      This! 10 cannon + 10 salvage is perfect.
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      What exactly are the penalities of low stabilization?

      So it's become a straightup damage penalty. Thanks a lot, that's basically all I wanted to know! :D
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      What exactly are the penalities of low stabilization?

      So while I understand most of the mechanics, I'm actually a bit confused as to what penalties low stabilization brings. Couldn't really find a good answer on the spot, so here we go: I've basically doubled my ships reactor size from ~999 to ~1999; now the stabilization dropped to 50% or so...
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      Can I make a ship not span 5 sectors to properly space the reactor and stabiliazers?

      You want 200 dmg per salvage beam. I've misremembered, it's actually 20 salvage blocks now, not 40. 10 dmg per block. Before the reactor update, you needed 100 blocks per beam. Can't remember if 40 was ever the meta.
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      Can I make a ship not span 5 sectors to properly space the reactor and stabiliazers?

      You sure your reactor isn't just oversized for what it needs to do? Thrust is much more effective than before, and salvage beams are 5 times stronger, so it's fine 40m long staffs for full power. Considering salvagers tend to be wide, you could also use the new, multi-dimensional reactor...
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      StarMade v0.200.332 - Reactor System Enhancement and Fixes

      Yep. The damage should be gradual, and you gotta be careful not to disadvantage long sticks with 1 capacitator against stars/boxes with multiple capacitators. I imagine the devs are thinking/working on something like that, though. The current power management and it's priorities are just too...
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      StarMade v0.200.332 - Reactor System Enhancement and Fixes

      IMO that was the logical solution. The issue behind the stick meta was that Power 2.0 only rewarded extension into a single dimension, so adding the ability to go for multiple dimensions only makes sense. And since, if you have three reactors, it's not too much of a penalty to say place a ships...
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      Chambers using fixed % sucks

      Is that much of a problem? Not sure about the weight, but space-wise a lot of the systems seem much more efficient than before anyway, and you got lots of free space between reactor and stabilizer. For example, you can remove half your engines and are still much more agile than before. Seems to...