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    1. DeepspaceMechanic

      Help with AMS in Weapons 3.0?

      Thank you very much for all this useful information! Much appreciated (y) I will keep your pointers in mind for future AMS turret building.
    2. DeepspaceMechanic

      Help with AMS in Weapons 3.0?

      Thanks for the info! It sounds like I somewhat underestimated how hard it got to take down missiles. Good to know at least that missile health is a depletable value. Between posting the questions and reading your answers, I built a new AMS turret of my own design, linked in the OP. I thought...
    3. DeepspaceMechanic

      How to import blueprints from a 200.xxx install to a 199.xxx install?

      Perhaps this is too late of a reply to the original post, but consider trying to template the newer-game-version structure you wish to use in an older game version. Blueprints aren't backward-compatible (at least across as great of a game version gap as 200.xxx-to-199.xxx), but templates are...
    4. DeepspaceMechanic

      Free-floating drone AMS turret v1

      This is an AMS turret built to resemble a self-propelled drone. As such, it's meant to be installed on free-floating turret axis blocks, having no contact with the structure it's meant to protect. This design eliminates several problems when trying to build anti-missile systems on smaller...
    5. DeepspaceMechanic

      Help with AMS in Weapons 3.0?

      I'm trying to find some advise regarding modern anti-missile systems. As everyone knows, the Weapons 3.0 update introduced some sort of health to missiles... Related questions: 1) Is the missile health value a threshold which has to be matched/exceeded by the damage value of a cannon...
    6. DeepspaceMechanic

      Universe Update Roadmap #1

      This should help:
    7. DeepspaceMechanic

      The Hyperion Corporation thanks you for your patience while the Helios is under construction.

      I just heard the news (from you). What a pity. But this Helios station actually kinda resembles the main facade of that cathedral, with the big "eye" between the two rectangular towers. Maybe its real-world designers / fictional creators actually took inspiration from the Notre Dame? Anyways...
    8. DeepspaceMechanic

      CYBERSPACE SHIPYARDS

      To tell the truth, as the project progresses, I'm getting more and more worried that this cruiser will end up being slower than a fighter :( If only we had KSP-style 8-way radial symmetry, so that I could slap on a few dozen more of those engines a little less painfully!
    9. DeepspaceMechanic

      Wild Space Explorers

      It's coming along nicely. I will have to experiment some with this low-key, grey-on-grey armor plate detailing style. Seems like a nice alternative to always going for functional-looking details. It's cleaner and arguable more realistic than having functional parts sticking out all around the...
    10. DeepspaceMechanic

      Universe Update Roadmap #1

      A végén még kiderül, hogy a fél társaság titokban magyar ;)
    11. DeepspaceMechanic

      Engine Porn

      Glad that I finally found a good use for a gargantuan engine pod template I had for a while. Four of them are built on the ship itself, another four on a diagonally docked entity, and then some more in the middle to be sure. I'm planning to give them some nice startup lighting animation too...
    12. DeepspaceMechanic

      CYBERSPACE SHIPYARDS

      PROGRESS UPDATE POST #37 This project is progressing pretty rapidly... Probably because I'm not really paying the usual amount of attention to aesthetics and functionality. Its main merits so far are its fun killer whale form, its overkill engines, and the fact that it's the first thing I...
    13. DeepspaceMechanic

      CYBERSPACE SHIPYARDS

      Yes indeed. This terrible affliction that is StarMade addiction has too strong a grasp on me ;) Jokes aside, it was nice to dive right into a larger project after even a little time of inactivity. I know right? Its overall form accidentally turned out in a way that it reminded me too of some...
    14. DeepspaceMechanic

      Wild Space Explorers

      I chose the same 1:11 scaling as you, seemed reasonable. And coincidentally, the final ship also ended up being around 350 long as you mentioned your's is. Though I intend it to be more of a warship... Maybe, we'll see.
    15. DeepspaceMechanic

      Wild Space Explorers

      Once again super inspirational! I followed your lead, but slightly differently ;)
    16. DeepspaceMechanic

      CYBERSPACE SHIPYARDS

      PROGRESS UPDATE POST #36 Been a while... Like two months, until I got inspired again... And like often, it was by something that our crazy genius Tshara made: awesome method of ship design! Here's how I copycat-ed his innovative approach: 1) Build a non-functional miniature model of...
    17. DeepspaceMechanic

      Wild Space Explorers

      Nice to see this project brought back to life, and excited to read in your YouTube description that you plan to start a story-driven series. Good luck with that, we're looking forward to it (y) Exactly! :))
    18. DeepspaceMechanic

      The elevator of your dreams? (Now in two sizes!) v1.2

      Do you wish you had an elevator with 20 times as many totally-unnecessary-but-very-cool features as essential ones? Do you desire a deeply immersive elevator experience that would make you forget that you're in StarMade? Do you share the opinion that flat-platform-only elevators are the past...
    19. DeepspaceMechanic

      @[675599:JinM] - No problem at all, mate :)

      @[675599:JinM] - No problem at all, mate :)
    20. DeepspaceMechanic

      @[675599:JinM] - I agree with your main points. The way I identify the different sections from...

      @[675599:JinM] - I agree with your main points. The way I identify the different sections from outside when the signs are off, is that stations are always aligned with the "galactic compass", and I know that the Storage section faces North; Habitation-South; Science-East; Engineering-West. The...