It's not that easy to just allow firing arcs. Not necessarily from a programming aspect, but from a managing one.
As firing angle depends on the turret and the entity it is docked to, it sounds like setting it manual would be a never ending chore for the player to edit.
Swapping out a turret of...
Correct, it is easy to say that docked entities are treated as part of the main entity. We were pointing towards the rules and special cases to be considered that could result in making this happen, very complex. A very abstract example would be:
in order to achieve X (merging of entities)...
Only the last paragraph mentions a sort of penalty which resembles the soft cap you're talking about. It was a very crude example, to point out that the in-game testing phase will be the one to point out if something needs to be changed or not. In reality, I would rather change how weapons work...
Thank you for writing this all out. I can see that you're avoiding arbitrary limits and let it be a player choice where they want their ship to end up in that smooth transition from efficient to inefficient. Something we definitely can work on with our own proposal.
Before I address my other...
The best one would be:
a short name
clearly points out what it is supposed to do
cool sci-fi element to it
Many examples so far are cool, but they don't point out that it is only affecting chambers and that they're needed to activate/put the chambers online.
Chamber Activation Points would...
Could you elaborate on that part? How exactly would power work here with multiple reactors, without allowing the player to use a large number of quantity of separate reactor groups and work with the Tech Point system?
Yes they use the parent.
Yes turrets could do that, if there was no other...
We've read a large portion of your feedback and answered your questions here: Answers + Clarification to Ship Systems 2.0
There's also some extra clarification where needed.
The original post here will also be updated when changes are done (with changelog provided).
Answer to asked questions, and some extra clarification are provided in this thread. If you have any other questions or concerns, make sure to mention them here StarMade Ship Systems 2.0
Any new information will be added to the bottom of each section, there will also be a spoiler tag at the...
You can safely double/triple the values for:
MAX_LOGIC_ACTIVATIONS_AT_ONCE_PER_OBJECT_WARN = 10000
MAX_LOGIC_ACTIVATIONS_AT_ONCE_PER_OBJECT_STOP = 50000
A real logic bomb will set it off although you may get a few seconds more lag before the game kicks in and disables it. It doesn't make much...
You can adjust the sensitivity in the server.cfg in case it is too severe for you.
MAX_LOGIC_SIGNAL_QUEUE_PER_OBJECT = 250000 //max logic trace queue allowed
MAX_LOGIC_ACTIVATIONS_AT_ONCE_PER_OBJECT_WARN = 10000 //warn about objects that activate more than x blocks at once...
When we're talking about the "current universe", we're talking about the current one where shops are everywhere and you only need to fly 1 minute in one direction to encounter 5 more planets/stars and stations that everything on it that you need. The current universe needs a lot of fine tuning...
You get that message if you're pasting close to an entity that is undocked.
If the entities are docked or part of the ship/station/planetplate you're working on it will be fine.
So either dock the ones nearby to the structure you're working on, or move them away.
I'm not sure why this system would break ships 'less'. If you would implement this and tweak balance numbers to work with it, any ship out there would not function well at all.
They would probably still be able to move some what but that's about it. In the end you still have to remove all your...
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