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    1. Lancake

      StarMade v0.19485 Internationalization Support & Bugfixes

      At least you'll be able to try out the /simulation_clear_all command and see the results! :D
    2. Lancake

      StarMade V0.19476 Transporters, Activation Gates, Optimizations and more

      I don't really follow Star Trek, but isn't Star Trek solely based around shields during combat? Meaning that if your shields are down completely, you're going to get blown up within 10 seconds (aka pre SHP update ^^)? I've already seen plenty of ships that have just a basic amount of shields...
    3. Lancake

      StarMade V0.19476 Transporters, Activation Gates, Optimizations and more

      It's a visual bug only if the first tick (or the last, not sure anymore) appears to go through the hit entity. Same goes for the damage beams. This is an old issue. However, it's possible docked entities can't get hit by beams anymore or not consistently, I'll check it out.
    4. Lancake

      StarMade V0.19476 Transporters, Activation Gates, Optimizations and more

      - The issues mentioned in http://phab.starma.de/T384 were fixed. Power supply works but there's a synch issue which makes not every tick supply and consume power. It's not too bad though, they're still viable. - Astronauts and ships both trigger by race gates. - The raycasting optimization...
    5. Lancake

      Starmade NOPE Moments

      Trying to enjoy building your ships/stations, and then finding new bugs along the way...Forces me to alt tab and get back to work, reproduce the issue and report it :( Usually I just say "Nope, not today" and leave it on a note somewhere and post phone it forevah. Else 1 hour play time is more...
    6. Lancake

      Janky Turrets

      Thank you, I'll check it out as soon as I have some spare time.
    7. Lancake

      Janky Turrets

      Can you provide a blueprint of that turret platform (the platform + turrets, not only the turrets)? If anyone else has turrets that lock up randomly, please provide a blueprint. You need enough mass enhancers on both the entity that the turret base is docked to AND the turret base itself. They...
    8. Lancake

      How to find if a certain type of block is placed in your ship?

      It may be a ghost link then, can you upload a blueprint of that ship? I could try to fix it for you. EDIT: You can send the uploaded blueprint through a conversation if you don't want it to share with anyone else.
    9. Lancake

      Dev Blog : October 20th 2015

      no, the transporter blocks are there but they have no function yet.
    10. Lancake

      How to find if a certain type of block is placed in your ship?

      Pressing 1 (or 2 or 3, can't remember) on your numpad will highlight a certain block ID of your current ship. You don't really know which one it is till you fly to that destination. That could help you out. You probably see 2 rail dockers because you used symmetry? Either way, it should have a...
    11. Lancake

      Should this be considered a bug.

      All explosions spheres are pre-calculated, that entire file is 45MB. So it's a mix of raytracing + pre-calculated data else missiles would be extremely heavy on the CPU and the server. Everything else got mentioned already.
    12. Lancake

      Sound dissapears after shooting a couple of times

      That's reported in http://phab.starma.de/T29 I can't remember if the same happens when OpenAL is enabled.
    13. Lancake

      Dev Blog : October 20th 2015

      Asteroids not respawning was at first considered intended by the testing team, we noticed this issue when the fix for http://phab.starma.de/T173 was deployed. We'll try to sort this issue out for the next release. Not really, I could give you an educated guess though..Fixing the release...
    14. Lancake

      Dev Blog : October 20th 2015

      Most of those optimizations are in the latest dev builds already (still some bugs to find/fix though) so these will be in the next release. Quick example: Salvager beams in large groups do not cause server wide ping increase anymore, at least it didn't for my 1500 group salvager array which...
    15. Lancake

      Dev Blog : October 20th 2015

      Dev builds are tested enough: http://phab.starma.de/project/board/1/query/70LXhW1eJkp6/ (you can't see any exploits here, they are all private). We rarely miss a game breaking issue, and if we do it's because we're human and mistakes happen.
    16. Lancake

      Ideas for Thrust Update

      How the curve would go can easily be changed within the code if needed. It could be linear, it could be a logaritmic function, exponential,... Hard to know which one is the best without testing that in game. Problem with those non linear formulae is that you make it complicated again. If you...
    17. Lancake

      Can the devs give us an official ruling on PS transfer

      I timed it again and now I got 2:20 by using your dual channel beams. From what I can see, often it does 4 ticks per beam and not 5. But the same goes for your power draw. I've disabled power regen and gave the reactor 50 mil storage, it transferred 39.7 mil which is close to what it should be...
    18. Lancake

      Can the devs give us an official ruling on PS transfer

      You said it took over 2 minutes to charge 50 mil (so 120+ seconds). If you can give the exact number (doesn't need to have decimals) you could see how many ticks are lost. It *should* take 103.54 seconds to charge 50 million power
    19. Lancake

      Can the devs give us an official ruling on PS transfer

      Beam burst duration is 2.5 seconds, after that you have an additional 2.5 seconds of cooldown. It's 41.66 * 2.5 and not 41.55 (edit: I meant 41.66, typo) * 2
    20. Lancake

      Can the devs give us an official ruling on PS transfer

      I've checked each beam separately (with and without logic) they provide 241 440 per second or roughly 1.2 mil per burst/5 seconds. Both beams combined that's 482 880 per second. Power consumed is correct too. This was tested in SP on a cloaked ship that had 460 000 power consumption per second...