The problem persists even when hand building the unit, BP loading, or admin loading. There is no sign of the access panels floating around either, lol...Im on the Shattered Skied server btw
I have a medium sized cruiser, about 30k or so, with 6 docked batteries. There is an access panel on each battery that lifts up 1 meter and then slides forward about 4-6 meters to allow access to the wireless modules and other logic. The problem I am having is that these sliding access panels...
I did exactly that...copied them directly into Starmades blueprint folder. It does not work. They do not show up ingame under catalog and they are not able to be seen or exported by the launchers catalogue either. =(
I checked that located and there was three files there but that was it. I did a full search of the PC with a *.sment and found them....located on c:/Users/my name/documents/blueprints
WTF?! lolol....thank god I found them though
OK....I spoke too soon...I found them but all of them except 1...
I took a small break from Starmade right after the transporter update was released in order to play a bit of Fallout. As to be expected, that didn't last long, and as of three days ago I came running right back! After loading the game and letting the launcher update I noticed that there is no...
I have two test transporters. Each consists of a single computer and it's linked module. They are located about 100 meters from each other on my faction homebase. I select the destination, click activate, and every time I am placed right outside of the bounding box of my station.
Am I doing...
Remember that your turrets lose all protection when the mothership shields reach 50%. This would be a reason to give them their own shields. Personally...I don't. =)
Aye...that was the " (I failed) " reference in the last post, lol...they sure did focus fire all those comps! Pointless endeavour, but was worth a shot at the time. I do have that single turret that's single AI with only three comps. It failed exactly the same way, but perhaps the other turrets...
Unless I'm using this formula wrong:
R = NR * 5.5 * (1 + S / C) / 20
A ship with 6 million shields and 500,000 per second regen is reduced to a 24,500 recharge rate per second after taking a single 100k hit (my cruiser will do that with a single turret per shot if not more). The second shot...
I know...it's frustrating, lol. I've been testing this (and some other theories!) for days now, and the novelty is beginning to wear thin, lol. Setting the test firing platform back another 1000 meters helped a good bit in permitting me to witness what those turrets were actually doing. I had...
Yes Daro. This is one of the aspects I spent much time on. The second the docked reactor fires that supply beam, it's own rechargers enter the reduced state. At that point, that same number of rechargers would be just as well placed on the mothership as the recharge rate would be the...
Thank you Lecic...I was not aware of this. I simply saw the bug on the bug tracker and did not notice if it were rejected. =)
Firing he shield transfer beam puts it's own recharge rate into under fire mode. =)
I've been researching and testing this exclusively for days (and posting about it, lol)....so permit me to show you what I've learned in a nutshell:
Shield recharging definitely reverts to between 5% and 10% when the ship/station is being fired upon or when it fires a shield supply beam. This...
Aye...the station generates about 4.5 million per second with nearly 200 million in reserve. The gate is the only thing on the station (it is really just a gate, heh).
Those turrets are only single module master/single module slaves (a few arrays of singles apiece). They could fire forever on...
I just built a few real quick with multi AI firing beam/missile, set to ship, and rail docked. They refuse to fire anything at all.
The video above shows all single AI turrets with cannon/cannon + cannon/shotgun. They all track 360 degrees and they all are able to fire as they do so once in...
I've tried this but the AI refuses to fire cannons when setup like this....sigh. lol
Test bed is firing from about 800-1000 meters, sector size on the server is 12k and speed limit is 150.
I've been working on point defense turrets now for nearly a week. With the exception of multi-AI turrets, which work wonderfully until they dismally fail as they revert to ships, nothing seems to be even nearly effective. Even in large numbers, stopping a small swarm of missiles is nearly...
Unfortunately, I have to use AMS for my point defense turrets....nothing else seems to work worth a darn, although AMS dont seem to work worth more than half a darn either....sigh
It may be hard for you to see in the picture provided, but barrel 2 is docked to barrel 1, not the base at all. Barrel 2 even has another turret axis to mount a future barrel 3!
Also, using a rail docker to mount the second barrel will result in the 2nd barrel reverting to "ship" instead of...
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