Search results

    1. E

      Skin options

      McD, only the server needs to download that skin data, and send it to the players. Do you see this happen in Minecraft?? I don\'t mind having the option to enable downloading, but that need\'s to be optional, not default.
    2. E

      Skin options

      Little suggestion. Create an option to deny other players access to your original made skin. Makes no sense to me, if you don't want other player to have your skin, to enable the download for each skin on a server. Just add this options: Allow skin upload to clients (TRUE / FALSE) Skins...
    3. E

      Compilation of Ship Classifications to date

      But in the end I just have one thing to say: What\'s the point then? Server conversation #1: John: Hey Doe, what\'s your ship class? Doe: It\'s a cruiser... John: Ahh... ok (I think!) Server conversation #2 Doe: Hey John, what\'s your ship class? John: It\'s a 200k mass ship, with 150x...
    4. E

      Enemies get stronger further from spawn!

      All great ideas, but I don\'t think we should have such restrictions. We just need more universe creation/population options, to create infinite number of universe solutions. This will make server more diverse, singleplayer mode adjustable to player liking, etc... So we need to have as much...
    5. E

      FPS Drop

      There\'s a solution for that problem, but another problem will happen, though! In the Setting.cfg there\'s a setting called: G_DRAW_SELECTED_BLOCK_WOBBLE. If you set that setting to FALSE, the purple stuff will not appear. The problem is, now what? How do I know which weapons are already...
    6. E

      Compilation of Ship Classifications to date

      Sorry. My reply was short because I was leaving. Mortig has got the right idea here ^^ Ships need to be classified by their armanent to mass ratio. Length of the ship doesn\'t have much effect since I can make a ship 1km long using 1000 blocks and it won\'t really be anything useful. This is...
    7. E

      Compilation of Ship Classifications to date

      Funny. There\'s not a single classification that take \"volume\" into account (how many blocks/module/docks you can put inside of it).
    8. E

      AI_Accuracy config option doesn't seem to work.

      Yeah, the problem could be that, the accuracy degredation not going down as intended. We need a word from schema on that!
    9. E

      Zoom Targetting

      Imo, weapons range need a cap. When some feature enables some users to have benefict over other, just because they have a better PC, the game is unbalanced. With that said, giving players the ability to zoom will lead to players creating bigger weapons, with bigger ranges, and start killing...
    10. E

      A new way to interact with information on starmade

      Yes, the AI options need some love. But let\'s not get away from the topic. I know this is more of a cosmetic suggestion, but the information is a key point in life, and in games aswell. Do you guys think this suggestion could help with immersion?
    11. E

      do shields block 100% damage.

      If it\'s a problem with sync, then you\'ll get from 40% shields to 0% (as an example), and the recouver shield timer would have started by the time the client and server syncronize. But that\'s not the case.
    12. E

      Plex Lander docking orientation?

      Someone explained how to use the search bar, and now we\'re doomed!
    13. E

      Acceleration parameters?

      There\'s some more options you can change on this topic. Go to *\\StarMade\\data\\config folder, and check the xml files there. In the physics.userdatatypes.xml you can change some values, but be warned that there\'s no info on how they change the game, so test and try:
    14. E

      AI_Accuracy config option doesn't seem to work.

      Yep, no changes here too. and btw: how accurate the AI aims (the higher the value the more accurate vs distance. 10 = about 99% accuracy at 10m) if you set the value to 1 = 99% accuracy at 1m? So, if 10000=99% accuracy at 10000m?
    15. E

      Sector Navigation Problem

      Yeah, the problem with the artificial rotation of star systems needs to be solved. In my opinion, schema should set the system sector grid to be fixed, and only have entities (like planets) rotating around the star. This should fix navigation related problems... This means that a planet is...
    16. E

      Nav Filter for Docked Ships

      No, not yet. We need more options in the nav filter, like: - NPC ships - enimies ships and turrets (one for each) - allied ships and turrets (one for each) - neutral ships and turrets (one for each) - Faction Home Bases and stations All this options need to be added for the sake of easy navigation.
    17. E

      A new way to interact with information on starmade

      But that is an already possible feature. You can set a ship to be AI controlled, and it could be a drone, if small enough. Remote control will only let you control 1 drone at a time.
    18. E

      Screenshot

      It is because you\'ve set the background picture OFF.
    19. E

      HardCore Blueprint System

      If you check the linked Shipyard post, you\'ll see that problem already solved. You only need to connect the shipyard block to plexstorage. Like you link everything in this game, using C and V. Furthermore, you can connect factories directly to shipyard blocks, creating a real long chain, from...
    20. E

      A new way to interact with information on starmade

      As amazing as it sounds, it was not what I intended this to be. I\'ll quote my answer for that in another thread, where someone suggested that: I love the remote control idea, but, and this is a big but, can not be implemented, unless very limited. Can you imagine someone remote controlling a...