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    1. Olxinos

      RefiDesign Shipworks

      Personnally, I like it this way. Different people, different tastes I guess :p
    2. Olxinos

      Dev Blog : September 9th 2015

      1: You talked about the possibility of giving pseudocode, meaning you may be interested in the algorithm. I quoted you if that was the case. 2: I usually prefer actual code to pseudocode as pseudocode by definition isn't supposed to compile and may omit some (not that irrelevant) details. C++11...
    3. Olxinos

      Dev Blog : September 9th 2015

      Live example (ideone link) in C++11 for one dimension (worst case complexity: O(nlog(n) + [number of collisions]) where n = [number of entities]) For three dimensions, a trivial way is to run it 3 times along each axis and only keep the collisions which appear in all lists (worst case...
    4. Olxinos

      Are defensive punch and pierce too expensive?

      Unless I'm mistaken, you can't activate passive defensive effects such as ion, piercing or punch-through with logic (you can however activate active defensive effects such as pull or push). The idea is otherwise excellent, but I don't think you can actually exploit it unless your docked armor...
    5. Olxinos

      Dev Blog : September 9th 2015

      It's trivial to find the smallest aligned bounding box containing an entity, it's more complicated to compute the smallest bounding sphere. Besides, it wouldn't provide that much of an improvement in my opinion (the sphere isn't necessarily smaller than the aligned bounding box, actually, with...
    6. Olxinos

      How is DPS calculated?

      The damage per shot of a weapon is calculated as follows (and is then divided by the weapon cooldown, and/or multiplied by the number of ticks for beams): Most of the time, [master damage], [slave modifier] and [tertiary effect modifier] can be directly looked up in...
    7. Olxinos

      i know i can, but how can i? (docked power reactors)

      Although I globally agreed with Edymnion's first post, you may have to use some capacitors in the first solution: imagine you have 1200 power supply beam modules, each of these modules will consume 300 energy per tick (5 ticks per activation, 2 ticks per second), your capacity must be at least...
    8. Olxinos

      Planned Turret Direction Reset Via Logic

      I agree with Rixxan. Of course, you can reset the turrets' positions in the structure tab, however, there is no way to do that with logic alone. Besides, you can't deactivate a turret AI either (unless you deactivate all at once via the structure tab). Currently, it is impossible to have a...
    9. Olxinos

      Torpedo Bombers

      I don't think the original idea is that bad: introducing a weak point to some defensive designs (over-reliance on shields, little to no armor layers) otherwise too efficient (especially on big ships) is neat since it could make designing/optimizing ships more challenging and interesting...
    10. Olxinos

      So about Thruster mechanics...

      I tried to place the same number of thrusters in a checkerboard pattern, in a line, or in a box, I couldn't see any difference. Are you sure you used the same number of thrusters? If yes, that might be a bug.
    11. Olxinos

      Planets!

      While reading Kupu's last post, I thought of a funny way to map a square grid on a sphere which shouldn't have this kind of aberration at the poles. However, there might be other aberrations, probably weirdly stretched squares, and it might be a nightmare to turn into actual equations. It must...
    12. Olxinos

      "Instant pulses" and some starmade's logic details

      You mean, creating a clock by detecting the completion of a rail docked entity's movement? (and making it move again each time it completes a movement) Yes of course, that's the principle of the "rotator clock", but you can also do it with rail basics if it's important. I should complete this...
    13. Olxinos

      Fastest and smallest clock you can build?

      Some remarks regarding Jaaskinal's clock: The long trails of activator blocks are used to control the speed of each rotator clock (which spins once to initialize delay blocks). She made a separate one for each of those so that it's easier to understand how to expand the clock, however, keep in...
    14. Olxinos

      Bidirectional shift register 2015-06-26

      A simple bidirectional shift register, i don't really know what to do with it, so i'll just put it here. I added lights on the blueprint so that you can play with it (although you could also simply observe the states of the flip-flop/not gates, but lights are prettier). demonstration gif...
    15. Olxinos

      Binary counter clock for complex signal patterns

      You don't need the And gates to increment your counter (actually, you don't need the not gates either to increment it, but you'll probably need those anyway to compute the signals for your lights): - first solution: simply adapt your logic to use the 2 complement of N (ie -(N+1)[2^B]) instead of...
    16. Olxinos

      Door sensor? State? help required please.

      Yup there is (and you don't need delay blocks to achieve such a sliding door): whenever a docked entity completes a movement on a rail block, any activation module/button next to that rail block turns on (and when that entity later leaves that block, they turn off) Btw, if you haven't already...
    17. Olxinos

      "Instant pulses" and some starmade's logic details

      Yup, that's the operation i want to explain, but i don't know how to "read"/"speak" it in english. I mean, if i had to read it, i'd probably say "five minus seven modulo 8" and i guess everybody would understand, but i don't know if it's the proper term. Edit: i'm concerned by the term because...
    18. Olxinos

      "Instant pulses" and some starmade's logic details

      So, recently i've been toying with logic and more specifically with something i call "instant pulses". I also got the impression that they aren't really well known (along with another rule which might be useful) so i thought that maybe i could make a thread to explain how it works and how to use...
    19. Olxinos

      Overclocking your 8-bit CPU or Logic :)

      That's a bit late, but you can try something like this: The thing on the left is a rotator clock (it pulses roughly twice as fast as the usual delay/not clock), the thing on the right is probably what you want. When you press the button this happens: - the top flip-flop turns on, the first...
    20. Olxinos

      Modernized Skid Racing

      I tried to make some too, but they aren't as pretty as yours (too many system blocks :( ). Each version of my Mistral have a 4:4 beam/push weapon on a docked part placed on the rear, and yes, it pushes the main ship (it might be cheating though). The OXS00c-Mistral-S on the left and...