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    1. Crashmaster

      Work on logic system - success Work on something else on ship Test logic system - no longer...

      Work on logic system - success Work on something else on ship Test logic system - no longer works right Repeat
    2. Crashmaster

      Memohachi 1.0

      An unarmed petite mech used for construction and salvage the Memohachi has very high thrust-to-mass, a tractor beam and exterior illumination. It is well suited for it main role in filling up an empty corner in a hanger.
    3. Crashmaster

      Juniper Rocket Appliances

      "Danger! Banana!" TROLOLO-9001 Petite mech Memohachi An unarmed petite mech used for construction and salvage the Memohachi has very high thrust-to-mass, a tractor beam and exterior illumination. It is well suited for it main role in filling up an empty corner in a hanger. Download
    4. Crashmaster

      CYBERSPACE SHIPYARDS

      I feel like the 'spoiler' would make sense for fine attitude adjustments to level flight in atmosphere as thrust vectoring via the pods might be to aggressive.
    5. Crashmaster

      "Technoblade never dies"

      "Technoblade never dies"
    6. Crashmaster

      Community Build Initiative: Cargo Ship

      Classic StarMade
    7. Crashmaster

      Juniper Rocket Appliances

      You took everything from me Toroito transforming mech The Toroito had to fit a 13m tall hangar and transform. After two abandoned versions the result is acceptable. Has arm cannons, shoulder missile, remote to control access to a ships docking system, good thrust-to-mass and not much...
    8. Crashmaster

      Toroito - transforming mech 1.0

      The Toroito had to fit a 13m tall hangar and transform. After two abandoned versions the result is acceptable. Has arm cannons, shoulder missile, remote to control access to a ships docking system, good thrust-to-mass and not much else. Torotio Transformation Shipyard post
    9. Crashmaster

      NEW PLAYER: Tiny problems and suggestions

      The shift key is an all- direction brake. I hold it down while trying to make precise movements. In the 'z' building mode there is an option in the graphics setting to turn on a holographic preview of the block and it's rotation you are set to place. The lack of quantified navigational...
    10. Crashmaster

      HONK

      HONK
    11. Crashmaster

      Rails Undocking

      I thought NOT blocks were buggy as well when used to switch rails. I put buttons between them and the rail block. Not sure if they're better now? The only ones I use are activator, button or wireless.
    12. Crashmaster

      Station defense and it's implications

      Couldn't it just be occasionally spammed to chat?
    13. Crashmaster

      Station defense and it's implications

      What do you think about a score system then? Your faction's pointless score is better the more stations you can keep up. It's just a pointless metric to drive station expansion and competition. A faction status symbol.
    14. Crashmaster

      Station defense and it's implications

      What use does having potentially vulnerable non-strongpoint stations do for a faction that the permanently invulberable homebase can not? Or Why bother to build destroyable stations to protect extra h.b. stations? Other than fun. For people who are infrequently online what do you think about...
    15. Crashmaster

      Station defense and it's implications

      That makes sense. How much of a station is needed to secure a strongpoint and what condition sets it's defeat? It was long ago but I remember the frustration and difficulty of finding and targeting one-block stations. I guess they would be highlighted now right? Is there a restriction on...
    16. Crashmaster

      Station defense and it's implications

      Only skimmed so far but just a quick initial thought: why do the stations have to be destroyed? I would like to see the player character be more usefull like once a station's sheilds are dropped it must be boarded, netralized and captured. Once captured it must be held for a time before...
    17. Crashmaster

      Introduction thread!

      Of interest though is that there is no longer the main reason docked reactors should not be a thing: If a docked entities' dock or docker gets destroyed the docked entity becomes some sort of non-entity that no longer functions but also remains where it was in relation to the main entity. I'm...
    18. Crashmaster

      Powering/shielding docked entities: Test results about something undesirable(?)

      For the power consumption problem I was wondering if two home bases might be a solution. One for normal and one just to dock to. If it was an easier config change than fixing the problem.
    19. Crashmaster

      - POWER 3.0 - make Stabilizers great (again?)

      No, I was wrong there about the hull shapes. Edit Perhaps I was misinterpreted the intent of your idea as well. Could you restate the purpose of these changes? Because: If you consider armor; if one ship has interior space, the same ship with all interior space filled with some sort of armor...
    20. Crashmaster

      - POWER 3.0 - make Stabilizers great (again?)

      Adding more limits does not give builders more options nor open up more shapes. It only removes a choice or compromise available to the sandbox player. It looks like your proposal actually removes options and renders hull shapes (eg. flying wing) more unusable than Enterprises are in the current...