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    1. Jaaskinal

      Light Vs Dark News

      The build quality on that ship astonishes me.
    2. Jaaskinal

      New Amsterdam

      I'm trying to make a few "taxis" to ferry people between the plates. Just wondering what people think of them.
    3. Jaaskinal

      Knights Belligerent

      So... your SSU's are exploitative. Or at least some that you have. Ion SSU's are an extension of a mechanic, that uses such mechanic in an unintended way. Same way you guys have open doors on your ships, to boost your AHP. Same way Vaygr uses forcefields that are really far out to break...
    4. Jaaskinal

      Knights Belligerent

      So it's alright for us to come on and be assholes everywhere Vaygr likes to be? :^)
    5. Jaaskinal

      0110100110010110

      0110100110010110
    6. Jaaskinal

      0

      0
    7. Jaaskinal

      Ability to add entities docked to your ship to a fleet

      You can add docked entities, when adding ships theres an option for "mother ships" and "docked" IIRC.
    8. Jaaskinal

      A concept to fundementally change warpgate functionality.

      I added a few things in the edited section, but I wonder what some peoples opinions on this idea is: To encourage combat, I wonder if it wouldn't be a good idea to show warps on the galaxy map. That way, a careful observer could see (if not exactly - roughly) where people are warping to. This...
    9. Jaaskinal

      A concept to fundementally change warpgate functionality.

      Jasper1991 yeah basically the idea would be to transport out and back in, given the gate is of an allied or (potentially) neutral faction. Also, this isn't really a way to kill logic JD's, this would help replace them, but the way to do that would be to just make it so logic doesn't charge them.
    10. Jaaskinal

      New Amsterdam

      Yeah, it's a station. I sort of want to put some more stuff on the plates, but I don't just want to detail one side. I'm really kinda annoyed by how a lot of people do stations, where it's really well detailed on top, and has nothing on the bottom.
    11. Jaaskinal

      New Amsterdam

      Figure I could make a thread out of this to leach ideas from other people and hear what I'm doing is shit. New Amsterdam First thing I'm adding, and posting to this thread; a bit of weird interior work for the first plate. It's meant to be a gibberish sign for the edges of the "subway."
    12. Jaaskinal

      A concept to fundementally change warpgate functionality.

      That seems like a logical way to approach it, but I'd be interested in seeing the differences between the strong factors and the weak factors. Perhaps there would be some disruption mechanism that stems from either jump-inhibitors, or something like them? Besides that though, I love this idea.
    13. Jaaskinal

      Loss of Creative Option

      It's not really a bug, it's just a bit awkward. In local play you now have to check the "Creative Mode Inventory" box. If you want to change this while playing just type /creative_mode <your name> true, hopefully this helps.
    14. Jaaskinal

      Neo Amsterdam 5ish

      It's a WIP that'll never be finished. Might work on it though.
    15. Jaaskinal

      A concept to fundementally change warpgate functionality.

      I'm unsure how to answer that myself, but I like the idea someone else had, which is to just change the sector of the player warping in randomly, within a certain distance. Almost as though the inhibitor/disruption forced you out of the warp before your destination. That's really up to other...
    16. Jaaskinal

      A concept to fundementally change warpgate functionality.

      It seems like most people agree, warpgates are under used, and have a lot of disadvantages. Most of these people seem to believe that the fundamental issue with warpgates is the line on the map that shows both end-points of the gate. People that think this way seem to also believe that removing...
    17. Jaaskinal

      Chaindrive M - Fast, small, different.

      -No longer recommended- This update brings back the 45 second charge of the pre-.199 rail clocks and compacts it down to a 3x3x9 space by changing a lot of the mechanics of the clock. Tunk designed the base of the clock system, which alternates between pickup rails and shootout rails to keep...
    18. Jaaskinal

      A moment of silence for the Modern Chain Drive

      I already have a mostly functional 1:30 Chaindrive back on the dock. It breaks 50/50 on re-load simply because I'm a retard and didn't notice something going wrong. I already have a 0:45 clock in the works, but I just want to test it a bit more so that it has nearly no chance of breaking on reload.
    19. Jaaskinal

      Chaindrive M - Clock workaround.

      -Slightly derpy on reload, and slow.- This update hopes to un-fuck shootout rail clocks. It's basically Chaindrive III but working.
    20. Jaaskinal

      http://phab.starma.de/T1815 Basically, after any change in orientation, a shootout rail will...

      http://phab.starma.de/T1815 Basically, after any change in orientation, a shootout rail will fire its entity after five rail changes. Work-arounds have now been found for this and shootout rail chaindrives should be coming back soon.