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    1. Neon_42

      Starmade v0.194 - Shipyards

      I have taken a 6 month break form starmade. I was waiting for this update to come back.
    2. Neon_42

      Conquest is missing, does this game need 3 modes?

      yeah but it should be easier to access. I'm pretty sure most people don't even know how to use battlemode. A true creative mode coupled with it would be most useful I think.
    3. Neon_42

      Conquest is missing, does this game need 3 modes?

      It isn't functional though. The PVP aspect of the game is lackluster because there still is zero reason to conquer territory. The faction points are utterly useless and once you mine a sector dry there is no point in keeping it. There are no border conflicts because people have no reason to...
    4. Neon_42

      Conquest is missing, does this game need 3 modes?

      I've been wondering for a very long time where the competition in this game exists. I've concluded that it is just forced to hide in the shadows of the creative mode players who want to make pretty ships and servers who host public events. There are is no diverse universe of empire builders...
    5. Neon_42

      Ideas from a titan builder

      Then you append the parallel axis theorem. I = I_com +mr^2, and again you have an inertia that scales linearly with Mass and as the square of its dimensions. You will never find a example otherwise. One way to think about this is that the moment of inertia always has to have the same units {kg...
    6. Neon_42

      Ideas from a titan builder

      It still then scales by volume. as M=/rho * Vol. adding extra dimensionality to it but still only scales linearly with mass.
    7. Neon_42

      Ideas from a titan builder

      Real world turning is not just based on mass. It is also dependant on the dimensions of the object. It usually scales linearly with mass and as the square of the dimensions. http://en.wikipedia.org/wiki/List_of_moments_of_inertia
    8. Neon_42

      Brainstorm This Perfect turning system - no half-assed solution

      I think this could work. It still might be computationally expensive for extremely large ships.
    9. Neon_42

      Brainstorm This Perfect turning system - no half-assed solution

      The current system is an obvious undersiplification of the problem. You all seem to think that including dimensionality is a bad thing. This cant be further from the truth. If you want realistic turning then you need to include the dimensions of an object. This is basic physics. A solely mass...
    10. Neon_42

      Brainstorm This Perfect turning system - no half-assed solution

      To put it simply, No. Inertia matters in space. Being in space does not magically alleviate all the problems of having mass. In our primitive space craft inertia is one of the most complicated and important aspects of spaceflight. There are entire companies who own the rights to specific inertia...
    11. Neon_42

      Brainstorm This Perfect turning system - no half-assed solution

      To clarify when I say box, I mean rectangular prisms. All rectangular prisms are boxes, but not all boxes are cubes. If you wanted to assume all ships are cubes then the rotation calculation becomes one calculation based on mass and length of one side. To perfectly describe any object would be...
    12. Neon_42

      Brainstorm This Perfect turning system - no half-assed solution

      This is blatantly not true. Unfortunately if you want realistic turning then sphere ships will always have the best, followed by boxes. This is basic classical mechanics that any first year engineer or physicist would know. This though assumes a solid object. If you look at the equations you...
    13. Neon_42

      Brainstorm This Perfect turning system - no half-assed solution

      I wonder if this could be simplified to a best approximation? Since the Inertia tensor is rather complex and is difficult to calculate for complex bodies like ships, even if they are made of blocks, it might be prudent to approximate all ships as boxes defined by their largest dimensions. Then...
    14. Neon_42

      List of in-game formulas?

      Okay, but where does PreMul go? I understand TotalMul. It might be just a factor, but order of operations matter.
    15. Neon_42

      List of in-game formulas?

      Some of this is beyond cryptic. I have no idea what some of these variables are or how they are used in calculations. Below is the section on shields. The shield capacity is easy to understand, but calculating shield regen rate and energy consumption is not possible from what I have read. Can...
    16. Neon_42

      List of in-game formulas?

      I don't know how to extract these formulas from the game. If I anyone can tell me how to do it, I will extract them and try and put them on the wiki myself.
    17. Neon_42

      List of in-game formulas?

      Fantastic. I did not notice this. Though some of the formulas are still missing.
    18. Neon_42

      List of in-game formulas?

      CyberTao I've used this picture before, but as the units on the scales are missing they literally don't convey a concept beyond more effect or less effect. I want to know the exact numbers in energy/second, damage/sec, range, damage reduction and so on and so forth. schema if we could get the...
    19. Neon_42

      Galaxy modeling

      Thats too bad. I'd really like to put in my own galaxies. I am at a National Observatory and yes that is Jedi Master Sagan.
    20. Neon_42

      List of in-game formulas?

      I've been wondering this too. It would be awesome to be able to plan out a ship precisely.