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    1. Forsyth

      StarMade University - Official Thread

      I'll take a look into that and will get back to you as soon as I have an answer
    2. Forsyth

      Allow factories on ships from a chamber

      Yeah, not sure why factories don't require storage modules, but I'm not complaining.
    3. Forsyth

      Allow factories on ships from a chamber

      Did you set the factory recipe first? It'll only start producing blocks once the recipe is set and all resources are provided Only exceptions are Micro Assemblers and Capsule Refineries
    4. Forsyth

      StarMade University - Official Thread

      Thank you for catching that. I can add dps to the table.
    5. Forsyth

      StarMade University - Official Thread

      =================================================================== Starship Military Branch - Cannons =================================================================== Cannons are a relatively versatile weapon capable of providing steady damage at a variety of ranges. They do not suffer the...
    6. Forsyth

      StarMade University - Official Thread

      =================================================================== Starship Military Branch - Weapons Introduction =================================================================== Weapons are an integral part of any military vessel, and it is not uncommon for non-combat ships (especially...
    7. Forsyth

      StarMade University - Official Thread

      Not sure if you've encountered this before (I did on accident) but a powered logic module adjacent to the docker (does not have to be connected) will undock that entity. You may find use for that
    8. Forsyth

      StarMade University - Official Thread

      Agame, could you elaborate on your first point? Are you trying to set up an automatic detachment mechanism for your turrets or a deployment mechanism for concealed turrets (EDIT: As in this post: https://starmadedock.net/threads/cyberspace-shipyards.28852/post-379656 )? As to your second...
    9. Forsyth

      StarMade University - Official Thread

      I would ask the following: 1) How much damage is each missile doing? 2) What type of missile (heat-seeking, radar, bomb)? 3) How many approach vectors? 4) What initial range? Only missile-missile bypasses shields, so other missiles need not be destroyed completely and can be absorbed by shields
    10. Forsyth

      StarMade University - Official Thread

      Missiles have a shield strength directly related to the damage they do. It is theoretically possible to defend a ship with as few as 4-6 point defence turrets (depending on the specific design of the ship). And the kinetic effect module can be used to shift all damage to kinetic damage, thereby...
    11. Forsyth

      Revert 0.202 balancing changes pls

      Then you can revert to a pre-QuickFire version if you want
    12. Forsyth

      StarMade University - Official Thread

      =================================================================== Starship Military Branch - Advanced Shielding =================================================================== First, if you have not read the Basic Shielding article and are new to StarMade, please do so before continuing...
    13. Forsyth

      StarMade University - Official Thread

      =================================================================== Starship Military Branch - Armor Plates =================================================================== Armor plates are a crucial component of any ship. Armor can be used to protect vital components, contribute to a certain...
    14. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      I understand that, but a fair bit of your post to which I responded dealt with real-life comparisons. Even in-game, you'll find that a long but thin ship is difficult to maneuver, and a planar ship reduces the cross-section in two axes but presents a huge cross-section on the third. Nothing...
    15. Forsyth

      The Quickfire Initiative: Rebalancing StarMade.

      There are, in fact, a multitude of reasons (real-life and in-game) for a ship to be wide. These reasons include necessary systems such as power (nuclear reactors are not exactly small), fuel, ammo, and crew supply storage, crew habitation, weapon systems, communications, redundant systems...
    16. Forsyth

      Lighting System revisions

      Is this something that will be fixed under the dynamic lighting simulation (for those that don't know exactly what I'm referencing, the differences in the lighting of the doors because the game is using the star as the lighting reference)?
    17. Forsyth

      Klawxx - Shipyard | W.I.P. News & Screenshots

      That looks amazing! I need to remember that trick for my ships
    18. Forsyth

      Starmade not sizing properly

      I'm playing on a dual monitor setup, and I've come across something strange. This hasn't happened before, it seems to be something caused by a new release, but I may be wrong about that. Anyways, whenever I have the displays set to extend, StarMade sizes to the size of both as opposed to my...
    19. Forsyth

      Neutrino-Class Blockade Runner - Neutrino-Class Blockade Runner v0.6

      Changes from v0.5: 1) 6 of the 8 cargo canisters have been installed. Rail systems are being implemented to automate the loading and unloading process. 2) The reactor systems have been finished. 3) I have begun the design pattern. Based off of the naval "dazzle camouflage" used during both...
    20. Forsyth

      Neutrino-Class Blockade Runner 0.6

      ***THIS IS NOT A FINISHED CRAFT, I'M SIMPLY LOOKING FOR FEEDBACK AT VARIOUS STAGES OF THE DESIGN. VERSION 1.0 WILL BE THE FINISHED VERSION*** A prototype blockade runner designed to carry a respectable amount of cargo (containers will be designed later and uploaded separately). Sporting a TWR...