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    1. Cluwne

      Deconstructing Power in prerelease 200.251

      Funny thing, seems like configs are of no help when it comes to ACTUALLY CALCULATING the stabilizer distance. Between DistanceExpMult and DistanceTotalMult I have no idea what goes where. Whatever values I plug into it gives something completely unrelated to the ingame values. Feel free to...
    2. Cluwne

      Heat/Cooling as an alternative to stabilizers and reactor HP

      Well, conduits use power, not much but it'll be noticeable if there's a lot of 'em, I think. Besides, there is already a dilemma of whether one should lay down some conduits and sculpt the hull to use them efficiently for better heat management or just leave a big slab of armor with "radiator...
    3. Cluwne

      Heat/Cooling as an alternative to stabilizers and reactor HP

      starhaiden Valiant70 I kinda wonder if conduits could fit into it somehow. Like if heat works per block, rather than for the entire entity, conduits could have very high heat conductivity, thus allowing you to dump heat away from systems and stuff like crew quarters. Otherwise make them provide...
    4. Cluwne

      Deconstructing Power in prerelease 200.251

      The stab.distance is actually calculated off the convex hull of the reactor, rather than it's "surface". Also I found that the number of stabilizers required is essentially reactor block count minus 10, with 10 being the biggest reactor size that doesn't need stabilizers. Source: my ass. Now...
    5. Cluwne

      Heat/Cooling as an alternative to stabilizers and reactor HP

      Valiant70 Lecic So basically it's SHP, but comprised of individual systems' HP AND overall structural integrity of the ship? Sounds reasonable. I mean, even if most of the systems are intact, the ship will still fall apart because it has more holes in it than Schine's Vision™ of the game. Then...
    6. Cluwne

      New weapon system: Volt Charge

      I would like to see devs trying out more powerful, but also more complex weapons that can also be customized by the way they are built. Something flashy and destructive — something you'd put on your flagship next to the "I win" button. That was kind of implied to be possible, what with the...
    7. Cluwne

      New weapon system: Volt Charge

      On one hand, I love how "tangible" this weapon system is — you don't just dump blocks, you actually build your weapon, kinda. On the other, it seems like a mechanic too good to waste on a "melee" weapon that no one will ever use. Ever. Maybe instead we could turn it into a usable discharge-type...
    8. Cluwne

      Built-in Jump is... Weird.

      It also worth noting that having a "built-in" jump drive eliminated any and and all hope for a less rеtаrdеd and more practical FTL engine. Instead of adding new mechanic they removed most of the old one. Sure, it had it's downsides, but this is just too much. In addition they killed the...
    9. Cluwne

      Slab-Display blocks.

      Ooh, is that a good suggestion thread? Time to take it over!* Honestly it's better to do a proper overhaul of the whole thing and make it so that you can slap the display onto any side of any block, even cover all it's sides in displays and collapse on the floor, drooling from the information...
    10. Cluwne

      how to load cargo onto ships from station?

      Loading/unloading rails?
    11. Cluwne

      Dev-Thread: New Shielding System in devlopment

      What's the bloody point in using shields then? Fancy shield hit effects? It's bad enough we have this "fuck anything bigger than a corvette and fuck stations with extreme prejudice" system looming over us, you want to kill every design that doesn't have meters upon meters of armor too? If you...
    12. Cluwne

      Devblog 2017 - 10 - 13

      FYI currently reactor/stabilizer ratio is 1:1-5. 5-block reactor needs no stabilizers. That's some bullshit if you ask me. And the required distance is just the icing on the cake, as I haven't found a way to calculate it, which is literally the opposite of what Schine wanted. For those not in...
    13. Cluwne

      Translucent Mode - See your logic and systems easily!

      How about a filter instead? Like what we have now for block removal, only it renders invisible selected block group/everything but that block group. Like showing only/everything but the logic blocks, hull, selected systems and etc.
    14. Cluwne

      New Power DEV Thread

      Seems like stealth will be the new go-to for defense, probably for stations too, at least for a while. This stands to show how important it is not to be seen.
    15. Cluwne

      New Power DEV Thread

      My thinkbox hurts. Isn't that what you were doing just now?
    16. Cluwne

      New Power DEV Thread

      Edymnion jw608 What you two suggest sounds a lot like an actual reactor with complex mechanics like heat management and etc. I'd love a complex alternative to the toddler-friendly new power system that you can minmax optimize to squeeze a lot more power through clever engineering. And "shaking...
    17. Cluwne

      New Power DEV Thread

      Edymnion That's actually a pretty neat idea. Without stabilizers reactors output 50-100% more power but become highly volatile as a result. (Read: no reactor HP buff from stabilizers + AUX-like chain explosions) Stabilizers act as safeguards that reduce the output but make reactors much safer...
    18. Cluwne

      Devblog 2017 - 09 - 21

      Not quite. Everything have been or will be scaled down for the new system. You shouldn't need that much power now.
    19. Cluwne

      New powersystem, some numbers.

      It's more about having a good turn rate than anything really. It doesn't matter how you shape your reactors - you still have to place stabilizers x meters away from it's convex hull.