This is mentioned here. The testers can't reproduce it though. If you can give additional information, they might be able to reproduce it and then get it fixed: http://bugs.star-made.org/issues/1025 @testkil
At this point, there's a star in 8, 8, 8, and 8, 8, 24 and 8, 24, 24 and -24, -8, 40 etc. Same every time. The stuff around them varies though. I think there will be a lot more variation with the universe redesign.
Looking at the numbers of each block, I think it's a store 5 blocks in one inventory space inventory change. Maybe I won't have to use a different account for each ship I build in singleplayer soon.
Yeah, that's basically what you'd do to remove shops. If it isn't a freshly reset server you'll need to delete any that have already spawned though.
Personally I got tired of playing on survival mode servers, it's fun for a while, trying to gather up some resources while you have pirates after...
I think your actual problem is that you're running java on the integrated graphics (intel). Look for your switchable graphics program, (Probably Nvidia Optimus) and set it so Javaw.exe uses performance mode (the Nvidia card)
I think the complexity/awkwardness partially caused by having so many blocks is a much bigger problem. Starmade is risking getting to a point where a large portion of new players will give up before they learn the basic mechanics.
I'm not saying the complexity is a bad thing, but it should be...
There is some discussion of a bug where the warp gates won't work/will only work in one direction. The actual methods to fix/reproduce weren't really figured out in this thread, but you might get some ideas about what to change. http://starmadedock.net/threads/warpgates-facing-direction-bug.3094/
Collision code has improved I think, but it still isn't something that should be continuously happening. Basically, any time a ship and another object are close together, Starmade needs to calculate if any blocks are touching, and stop the ship from going through the other object. When a ship is...
That's kind of the effect I was going for with my logarithmic formula, but rather than hitting a minimum and having a 1 million block ship turn at the same rate as a 10 million block ship, the 10 million block ship would turn ~20% slower, giving the smaller ship a much needed advantage. The...
I'm going to take a wild guess at what has happened.
You've got 32 bit java. The default memory allocated to Starmade is inadequate, as you discovered. 32 bit java can only use a bit over 1000 MB (1024 maybe?) of memory. When you attempted to run java with 16000 MB of memory, you caused a java...
I already explained why I'd prefer mass only based turning, but if calculating the center of mass and moment of inertia is the goal, the way I would do it is count the number of blocks (mass) in each chunk (16*16*16 area I believe) and treat them as a point mass in the center of the chunk. Then...
I would suggest that the turn rate uses a logarithmic formula such as: http://www.wolframalpha.com/input/?i=log-linear+plot+2%2F%28ln%28x%2B1%29+%2B+2%29%2C+x%3D1+to+1000000
Note that the vertical axis is not shown getting to zero. This kind of formula makes a meaningful difference in turning...
If you make your base ~15 sectors away from spawn on a server with speed limit 100 and 5000m sector size, you'll be spending 12.5 minutes traveling to spawn, and 12.5 going back. (speed is actually m/s) That's almost half an hour spent moving, and you could still be in the same star system. The...
If you have an AMD card, you'll probably have a program called "switchable graphics", if you have a Nvidia one, you'll have something similar, maybe called "Nvidia Optimus".
Open whichever of these you have, and find "javaw.exe". You need to set this to run on your dedicated graphics card...
Putting all your cannon rounds into one block means they all hit within milliseconds of the others, unless you stagger your cannons. From what I can tell, the block that you hit takes a relatively long time (many milliseconds) to register as destroyed, so the rest of the rounds still hit the one...
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