Hyperflux Superships! (Ship Racing)

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    Hyperflux Superships
    Welcome to the regulations page for the Hyperflux Superships

    This is the official guide for certain race events, classes of raceship, and general rules to follow.

    Please post Hyperflux Racer related builds here, as I am compiling a collection of racer entities to be released in a pack.

    Wanted:
    Ships (all classes)
    Race checkpoints
    Racetracks (sectors, stations or ships)

    GLOBAL RULES:
    WORLD = Hyperflux //set world to use (set 'old' for using the old world). if no world exists a new one will be set automatically
    PROTECT_STARTING_SECTOR = false //Protects the starting sector
    ENABLE_SIMULATION = true //Universe AI simulation
    CONCURRENT_SIMULATION = 256 //How many simulation groups may be in the universe simultaniously (performance)
    ENEMY_SPAWNING = true //Enables enemy spawing
    SECTOR_SIZE = 20000 //Sets the size of sectors in the universe **WARNING** scaling the size of an existing universe down may cause issues
    BLUEPRINT_DEFAULT_PRIVATE = true //If true, set blueprints private as default (else they are public)
    FLOATING_ITEM_LIFETIME_SECS = 240 //How much seconds items floating in space should be alive
    SIMULATION_SPAWN_DELAY = 420 //How much seconds between simulation spawn ticks
    SIMULATION_TRADING_FILLS_SHOPS = true //Trading guild will deliver stock to shops
    SECTOR_INACTIVE_TIMEOUT = 20 //Time in secs after which sectors go inactive (-1 = off)
    SECTOR_INACTIVE_CLEANUP_TIMEOUT = 10 //Time in secs after which inactive sectors are completely removed from memory (-1 = off)
    USE_STARMADE_AUTHENTICATION = false //allow star-made.org authentication
    REQUIRE_STARMADE_AUTHENTICATION = false //require star-made.org authentication (USE_STARMADE_AUTHENTICATION must be true)
    PROTECTED_NAMES_BY_ACCOUNT = 10 //How many player names a player may protect with his account (if exceeded, the player name, that was logged in the longest time ago gets unprotected)
    STARTING_CREDITS = 25000 //How many credits a new player has
    DEFAULT_BLUEPRINT_ENEMY_USE = true //Default option to use uploaded ships in waves
    LOCK_FACTION_SHIPS = true //If true, ships of other factions cant be edited, activated, or entered
    DEBUG_FSM_STATE = false //transfer debug FSM state. Turning this on may slow down network
    PHYSICS_SHAPE_CASTING_TUNNELING_PREVENTION = false //Makes a convex cast for hight speed object to prevent clipping. High Cost. (Bugged right now, so dont turn it on)
    CATALOG_SLOTS_PER_PLAYER = -1 //How many slots per player for saved ships (-1 for unlimited)
    UNIVERSE_DAY_IN_MS = 1200000 //how long is a 'day' (stellar system rotation) in milliseconds (-1 to switch off system rotation)
    FORCE_DISK_WRITE_COMPLETION = false //forces writing operations of raw data to disk directly after operation. For some OS this prevents raw data corruption
    ASTEROIDS_ENABLE_DYNAMIC_PHYSICS = true //enables asteroids to be able to move in space
    ENABLE_BREAK_OFF = false //debug (don't activate unless you know what you're doing)
    COLLISION_DAMAGE = true //colliding into another object does damage
    COLLISION_DAMAGE_THRESHOLD = 25.0 //Threshold of Impulse that does damage (the lower, the less force is needed for damage)
    SKIN_ALLOW_UPLOAD = true //if off, skin uploading to server is deactivated
    CATALOG_NAME_COLLISION_HANDLING = false //if off, saving with an existing entry is denied, if on the name is automatically changed by adding numbers on the end
    SECTOR_AUTOSAVE_SEC = 300 //Time interval in secs the server will autosave (-1 for never)
    PHYSICS_SLOWDOWN_THRESHOLD = 40 //Milliseconds a collision test may take before anti-slowdown mode is activated
    THRUST_SPEED_LIMIT = 250 //How fast ships, etc. may go in km/h. Too high values may induce physics tunneling effects
    MAX_CLIENTS = 32 //Max number of clients allowed on this server
    SUPER_ADMIN_PASSWORD_USE = false //Enable super admin for this server
    SUPER_ADMIN_PASSWORD = mypassword //Super admin password for this server
    SERVER_LISTEN_IP = all //Enter specific ip for the server to listen to. use "all" to listen on every ip
    SOCKET_BUFFER_SIZE = 65536 //buffer size of incoming and outgoing data per socket
    PHYSICS_LINEAR_DAMPING = 0.2 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
    PHYSICS_ROTATIONAL_DAMPING = 0.2 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
    AI_DESTRUCTION_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
    AI_DESTRUCTION_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned after AI destruction. use values smaller 1 for less and 0 for none
    CHEST_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
    CHEST_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned in chests of generated chests. use values smaller 1 for less and 0 for none
    USE_WHITELIST = false //only names/ips from whitelist.txt are allowed
    FILTER_CONNECTION_MESSAGES = false //don't display join/disconnect messages
    USE_UDP = false //Use 'User Datagram Protocol' (UDP) instead of 'Transmission Control Protocol' (TCP) for connections
    AUTO_KICK_MODIFIED_BLUEPRINT_USE = false //Kick players that spawn modified blueprints
    AUTO_BAN_ID_MODIFIED_BLUEPRINT_USE = false //Ban player by name that spawn modified blueprints
    AUTO_BAN_IP_MODIFIED_BLUEPRINT_USE = false //Ban player by IP that spawn modified blueprints
    REMOVE_MODIFIED_BLUEPRINTS = false //Auto-removes a modified blueprint
    DEBUG_SEGMENT_WRITING = false //Debugs correctness of writing of segments (costs server performance)
    TCP_NODELAY = true //Naggles algorithm (WARNING: only change when you know what you're doing)
    PING_FLUSH = false //flushes ping/pong immediately (WARNING: only change when you know what you're doing)
    RECIPE_BLOCK_COST = 5000 //How much blocks have to be invested to create a recipe (min 0)
    SHOP_SPAWNING_PROBABILITY = 0.05 //(must be between 0 and 1): 0 is no shops spawned in asteroid sectors, 1 is shop spawned in everyone (default: 8% -> 0.08)
    RECIPE_REFUND_MULT = 0.5 //how much blocks are refunded from selling a recipe (must be between 0 and 1): 0 no refund, 1 full refund
    RECIPE_LEVEL_AMOUNT = 4000 //On how much created blocks will a recipe level up (base value) (min 0)
    DEFAULT_SPAWN_SECTOR_X = 2 //DEFAULT Spawn Sector X Coordinate
    DEFAULT_SPAWN_SECTOR_Y = 2 //DEFAULT Spawn Sector Y Coordinate
    DEFAULT_SPAWN_SECTOR_Z = 2 //DEFAULT Spawn Sector Z Coordinate
    MODIFIED_BLUEPRINT_TOLERANCE = 0.1 //Tolerance of modified blueprint trigger (default = 10%)
    TURNING_DIMENSION_SCALE = 1.1 //Scaling of tuning speed VS ship dimension (default = 1.1)
    DEFAULT_SPAWN_LOCALPOINT_X_1 = 0.0 //First Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Y_1 = -6.5 //First Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Z_1 = -8.0 //First Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_LOCALPOINT_X_2 = 7.0 //Second Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Y_2 = -6.5 //Second Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Z_2 = 0.0 //Second Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_LOCALPOINT_X_3 = 0.0 //Third Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Y_3 = -6.5 //Third Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Z_3 = 7.0 //Third Rotating Spawn: Local Pos Z Coordinate
    DEFAULT_SPAWN_LOCALPOINT_X_4 = -8.0 //Forth Rotating Spawn: Local Pos X Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Y_4 = -6.5 //Forth Rotating Spawn: Local Pos Y Coordinate
    DEFAULT_SPAWN_LOCALPOINT_Z_4 = 0.0 //Forth Rotating Spawn: Local Pos Z Coordinate
    PLAYER_DEATH_CREDIT_PUNISHMENT = 0.1 //players credits lost of total on death (must be between 0 and 1): 1 = lose all, 0 = keep all
    PLAYER_DEATH_CREDIT_DROP = false //drop credits lost on death into space instead
    PLAYER_DEATH_BLOCK_PUNISHMENT = false //player will drop all his blocks into space on death
    PLAYER_DEATH_PUNISHMENT_TIME = 300 //Time interval in seconds after death of a player in which the player is not punished
    PLAYER_DEATH_INVULNERABILITY_TIME = 5 //Time the player is invulnerable after death in sec
    PLAYER_HISTORY_BACKLOG = 30 //how many login history objects (with name, IP, account-name, and time) should be saved by player state
    PROJECTILES_ADDITIVE_VELOCITY = false //initial projectile speed depend on relative linear velocity of object fired from
    PROJECTILES_VELOCITY_MULTIPLIER = 1.0 //multiplicator for projectile velocity
    IGNORE_DOCKING_AREA = true //ignores docking area size
    ALLOW_UPLOAD_FROM_LOCAL_BLUEPRINTS = true //enables clients being able to upload their pre-build-blueprints to the server
    SHOP_NPC_STARTING_CREDITS = 10000000 //how much credits do shops start with
    SHOP_NPC_RECHARGE_CREDITS = 100000 //how much credits do shops gain about every 10 min
    AI_WEAPON_AIMING_ACCURACY = 100 //how accurate the AI aims (the higher the value the more accurate vs distance. 10 = about 99% accuracy at 10m)
    BROADCAST_SHIELD_PERCENTAGE = 5 //percent of shields changed for the server to broadcast a shield synch
    BROADCAST_POWER_PERCENTAGE = 50 //percent of power changed for the server to broadcast a power synch (not that critical)
    BLUEPRINT_BUY_WITH_BLOCKS = false //blueprint has to be paid in blocks and not credits
    ADMINS_CIRCUMVENT_STRUCTURE_CONTROL = true //admins can enter ships of any faction
    SQL_NIO_FILE_SIZE = 256 //megabyte limit of .data file when to use NIO (faster) (must be power of 2)
    PLANET_SIZE_MEAN = 175.0 //Planet size mean (normal gaussian distribution) (min 50)
    PLANET_SIZE_DEVIATION = 100.0 //Planet size standard deviation (normal gaussian distribution) (min 0)
    PLAYER_MAX_BUILD_AREA = 100 //max area a player may add/remove in adv. build mode
    NT_SPAM_PROTECT_TIME_MS = 30000 //period of spam protection
    NT_SPAM_PROTECT_MAX_ATTEMPTS = 30 //max attempts before refusing connections in spam protect period (default is 1/sec for 30 sec)
    NT_SPAM_PROTECT_EXCEPTIONS = 127.0.0.1 //ips excepted from spam control (separate multiple with comma) (default is localhost)
    NT_SPAM_PROTECT_ACTIVE = true //enables connection spawn protection (flooding servers with login attempts)
    USE_PERSONAL_SECTORS = false //will spawn a player in a locked sector sandbox (warning, don't use unless you know what you do)
    BATTLE_MODE = false //turn on battlemode (warning, don't use unless you know what you're doing)
    BATTLE_MODE_CONFIG = battleSector=0,0,0,Physics.smsec;battleSector=15,15,15,Physics.smsec;countdownRound=300;countdownStart=30;maxMass=-1;maxDim=300;maxMassPerFaction=-1; //General config for battlemode
    BATTLE_MODE_FACTIONS = [TeamA, fighters, 500,500,500, 0.5,0.1,0.9];[TeamB, fighters, -500,-500,-500, 0.5,0.9,0.2];[TeamFFA,ffa, 0,0,-500, 0.2,0.9,0.9];[Spectators,spectators, 0,500,0,0.8,0.4,0.8] //Faction config for battlemode
    LEADERBOARD_BACKLOG = 24 //time in hours to keep leaderboard backlog (the more time, the more data has to be sent to client)
    ANNOUNCE_SERVER_TO_SERVERLIST = false //announces the server to the starmade server list so clients can find it. Hostname must be provided for HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST!
    HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST = //this must be a valid hostname (either ip or host, e.g. play.star-made.org)
    SERVER_LIST_NAME = NoName //max length 64 characters
    SERVER_LIST_DESCRIPTION = NoDescription //max length 128 characters
    MISSILE_DEFENSE_FRIENDLY_FIRE = false //can shoot down own or missiles from own faction
    USE_DYNAMIC_RECIPE_PRICES = true //use recipe based prices

    - Standard docking is not permitted. If you want to weaponise docking, you must sacrifice a turret where applicable.

    - Turret docks may have ONE enhancer

    - Most race events will have Collision Damage. Keep this in mind when designing your ship, you may be able to use it to your advantage.

    - If a checkpoint becomes too damaged, the race must be put on hold while the damaged checkpoint is replaced.

    -If a racer dies, or is unable to complete the race, he/she must forfeit.

    -If you are found purposely trying to kill another racer, you may be subject to disqualification. Weapons are to disable, not kill!

    -No rapid-fire (cannon slaves) or missiles of any type are allowed.



    RACESHIP CLASSES:
    !!Ship dimensions are interchangable within the same class!!
    This is to allow wide, or tall racers.

    SIZE LIMITS:
    L 30m
    W 15m
    H 8m

    WEAPONS:
    No damaging weapons are permitted in this class unless used with 100% non-weapon effect. (push/pull, power drain/supply, shield drain/supply) stop effect is NOT permitted.

    TURRETS:
    No turrets are permitted in this class

    DESIGN LIMITATIONS:
    No cubes! The racer must resemble a vehicle that could race in an atmospheric environment.
    At least 75% of your systems must be covered by hull!

    At least 2 colors must be used to allow faction/contestant color schemes.

    RADAR JAMMING:
    Permitted

    CLOAK:
    Not permitted

    SIZE LIMITS:
    L 40m
    W 20m
    H 12m

    WEAPONS:
    No damaging weapons are permitted in this class unless used with 100% non-weapon effect. (push/pull, power drain/supply, shield drain/supply) stop effect is NOT permitted.

    TURRETS:
    One turret is allowed, however they must follow the weapons rule.

    DESIGN LIMITATIONS:
    No cubes! The racer must resemble a vehicle that could race in an atmospheric environment.
    At least 75% of your systems must be covered by hull!

    At least 2 colors must be used to allow faction/contestant color schemes.

    RADAR JAMMING:
    Permitted

    CLOAK:
    Not permitted

    SIZE LIMITS
    L 75m
    W 35m
    H 20m

    WEAPONS
    A single ship-mounted weapon is allowed. It must be a non-rapid cannon or beam. Missiles are NOT allowed.
    100% slave is allowed (excluding cannon slave)
    Only 50% weapon effect is allowed, unless it is a non-destructive effect.

    TURRETS:
    Up to 3 turrets are permitted in this class, however they must follow weapon rules.

    DESIGN LIMITATIONS:
    No cubes! The racer must resemble a vehicle that could race in an atmospheric environment.
    At least 75% of your systems must be covered by hull!

    At least 2 colors must be used to allow faction/contestant color schemes.

    RADAR JAMMING:
    Permitted

    CLOAK:
    Not permitted

    RACE EVENTS:
    Coming soon!


    Any questions? Ask!
     
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    here is my Super S300 :D
    I have to check stats again,but i think is 8:1 Thrust/mass ,with overdrive,and no weapons.
    If its too big,i will build another one just for this :)
    It's a little big for this round (there will be larger packs, with different rules and requirements)
    I'd love to see a small racer from you!

    Try to stick to under:
    30L, 8H, 15W
     
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    This sounds cool, if not for the fact the default Overdrive values are kind of garbage. I tried to equip my sports shuttle with overdrive and even though I filled the entire back cabin it's not enough as well as the additional power drain renders the ship useless.
     
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    This sounds cool, if not for the fact the default Overdrive values are kind of garbage. I tried to equip my sports shuttle with overdrive and even though I filled the entire back cabin it's not enough as well as the additional power drain renders the ship useless.
    That's why specialised ships come into play for this. ;)
    Pretty much all systems are power, overdrive and thrust. Wrapped in hull. :D
     
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    *I can,,, I CAN MAKE A SPESS SCHIEP???*

    *starts making raceschiep*
     

    Keptick

    Building masochist
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    I have something evil in mind.... let me get back to you with it. ;)
     

    Winterhome

    Way gayer than originally thought.
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    I'll be entering the AS-RS1-Monaco.




    Mass: 100.9
    Dimensions: 28L, 8H, 9W
    Power: 14,416.9 e/sec
    Thrust: I don't even know anymore. I keep tuning this thing differently for different settings and nothing quite is satisfactory.
    Shields: 579 (27 e/s)
     
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    Jaaskinal

    ¯\_(ツ)_/¯
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    Name; Trans am 20000
    Mass; 112.6
    Length; 29m, Height; 6m, Width; 9m
    Power; 14457.7 e/s
    Thrust 662.6
    TurningSpeed; 3.3, 4.3, 1.7
    Shields; 55 capacity but it stays at 0 xD

    pics of the trans am;



    Hope it looks enough like a ship to enter xD
     

    Winterhome

    Way gayer than originally thought.
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    Cru, you should pack up a test track or something and put it up for download :P
     
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    Might I add...



    Capable of indefinite overdrive and thrusting with a 57% overdrive efficiency and a thrust to weight ratio greater than 5:1

    Stats:
    Mass: 50.8 (508 blocks)
    Length: 20m, Height: 7m, Width: 13m
    Powercap: 50000
    Regen: 4688.4 e/sec
    Thrust: 269.3
    Shields: 320.0
    Microcoil Category




    More images here: http://imgur.com/a/oQaCp
     
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    Why are the Width and Height rules so different? Pretty much forces you to make a dagger-shaped ship... :/
     
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    Why are the Width and Height rules so different? Pretty much forces you to make a dagger-shaped ship... :/
    Star Wars builders are taking over!!

    I don't think this enforces the dagger shape. There's no air in space, you could build the least aerodynamic shape and still call it racing ship.
     
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