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    1. Matt_Bradock

      StarMade Ship Size Comparison Chart

      Lecic I'm still a bit butthurt at how hard the Deimos kicked my Archer's ass on the Ares mod server :P
    2. Matt_Bradock

      StarMade Ship Size Comparison Chart

      Can I please have my Archer , Warpath and Leviathan added, by any chance, just to see where they stand on the scale?
    3. Matt_Bradock

      Bug No connect to universe since today (29.08.2016)

      When server restarts, it seems to go away; also, repairing the sector works as well, but both needs an admin (obviously) I wonder if removing the station would indeed be another solution, but it seems like any type of pirate station can cause it (seen it happen with alpha, eta and delta as well)...
    4. Matt_Bradock

      Bug No connect to universe since today (29.08.2016)

      and since shops need to be connected to storage on anything but the rod shops, all trade stations are useless since their shop modules have a capacity of 100... so you can buy blueprints and make repairs and... thats it.
    5. Matt_Bradock

      Bug No connect to universe since today (29.08.2016)

      The issue splatthecat had, has been reported from multiple server owners. Sectors appear that instacrash anyone entering with a nullpointer, and they can't log back on, because as he mentioned, they get kicked back to main menu with a nullpointer "no message attached" Such sectors are always...
    6. Matt_Bradock

      Nova Fleet Dynamics Build Server- Build, Play, Explore! [Whitelist]

      I never realised the Aurora class was actually that huge.
    7. Matt_Bradock

      Vanguard-class Destroyer (formerly known as Warpath-class) - Chain drive, Ion, cosmetics

      - Switched main jump drive to chain drive - Buffed shields to 2,750 million - Installed 60% Ion effect for shield - Main cannon switched to cannon/cannon/punch-through 8x2000 damage/shot (to oneshot advanced armor) - Minor cosmetic changes on exterior and interior (utilising the new non-cubic...
    8. Matt_Bradock

      Planned Mining Turrets

      There might even be a way to kinda make a mining turret. Set it to aim at your target, give it a 1/1/1 block beam/cannon/stop weapon, put a logic controlled waffle salvage array on it, and tie the logic clock to a wireless module and inner ship remote. Target an asteroid, turn the salvage array...
    9. Matt_Bradock

      Planned Mining Turrets

      True dat. Ideas tend to get out of control.
    10. Matt_Bradock

      Leviathan-II battlecruiser Mk3

      The Leviathan class was the Free Worlds League's first capital ship, weighing in at a total of sixty thousand cubic tons. The early design was crude, but effective, and after years of service, instead of retirement, it received a radical overhaul on the systems department, while still keeping...
    11. Matt_Bradock

      Archer-class missile frigate - Chaindrive and minor overhaul

      - Removed main jump drive in favor of an asynchronous shootout rail chain drive (tech by alterintel ) - Bumped up shield cap to 1.25 million (retained 60% Ion bonus) - Main cannon changed to cannon/cannon(70%)/punch-through (8 outputs, 2000 damage/shot) - Upped power cap to enable firing both...
    12. Matt_Bradock

      D4GR Corvette family - Updated chaindrives

      The latest release required an update for the rail clock chaindrives as the old version undocked the pendulum. Also cleaned up the weapons menu.
    13. Matt_Bradock

      Planned Mining Turrets

      The system for an AI to target asteroids and use salvagers is already in place, otherwise fleets wouldn't be able to mine. Couldn't be that hard to implement it on turrets...
    14. Matt_Bradock

      Public min-maxing should stop somewhere at 80..95%

      NeonSturm I still disagree with how length and volume are the most important determinant. Volume/mass is. A drone carrier will obviously be quite sizeable, but if it stores the drones in hangar space inside the ship, then that's a lot of hollow (but not unused!) space in said ship. Doesn't mean...
    15. Matt_Bradock

      Public min-maxing should stop somewhere at 80..95%

      What the Nav and target window does NOT show is, however: - Enemy weapon config - Whether or not it has any defensive effects - Whether or not it has any docked power/shield injectors - Existence, and coverage of point defense turrets - Existence and power of jump inhibitor - Thrust/mass ratio...
    16. Matt_Bradock

      Public min-maxing should stop somewhere at 80..95%

      Honestly, NeonSturm after reading through all 4 pages I still don't get wtf your point is. And to my greatest horror, I even have to agree with Lecic on this topic. (God, what will be next, I'll make friends with Zyrr?) True, I min/max my ships as much as I can. BUT!!! I only do that AFTER I...
    17. Matt_Bradock

      D4GR Corvette family Mk2

      After trying to get a foothold in new galaxies, a strong demand for a small, agile, but battle-worthy ship soon rose, as the newly formed mining fleets required armed escorts that could handle the occasional pirate incursions and protect the sensitive - and high value - cargo, as well as smoke...
    18. Matt_Bradock

      Missile Failure.

      I made a thread some time ago about it... I had different missile types with different recipes all fired from the different launchers. Even had recipe suggestions for them - for example, the basic dumbfire missile would have been made of a warhead (payload), thruster block (propulsion) and power...
    19. Matt_Bradock

      Missile Failure.

      Exactly that. If you don't aim, you don't get to choose what you hit. Period.
    20. Matt_Bradock

      Missile Failure.

      again: swarm missiles DO NOT target the ship that launched them, or its docked entities. Then again, you do NOT put swarm missiles on turrets. If you want missile turrets, link a single beam computer to the missile comp, with no damage beam modules, and you get the same 15 second cooldown...