Okay, abusing docked shield sharing here has piqued my interest in this again.
As far as I was aware damage was passed down the chain, rather than shields drawn up the chain (a small difference in wording, but a HUGE difference in effect).
If a beam can draw on a parent entity without...
Well you had me going there for a minute, so I jumped into game to do a experiment.
Seems you are confused mate, I stopped at 208 because I'm not wasting the rest of my afternoon verifying something I already know.
The bonus power calculation is based on the sum of dimensions, so length can be anywhere up to sum(dims)-2 and doesn't need to be symetrical.
The reactor shape/length etc doesn't really matter for efficiency, as long as each block contributes to the reactors sum dim.
There was a time when the larger the weapon the better all of its stats, and you could dynamically re-assign those stats.
Imagine 20 RPS multi-sector (or multi-system) relativistic nuclear bombs being fired from a single gun, that was the standard long range weapon at the time.
Under the control...
The jump inhibitor is a pain in the bum because it acts like a flip flop.
Additionally when the entity is unloaded it will turn itself off.
So far the clock method is the most reliable way to keep them going I've found, it just means the inhibitors are half as effective as they could be.
I know you can get them as small as 5x5x6 (though its more like 3x3x6 since most of them can be swapped for useful blocks).
Downside at that size is false positives, I've had them occasionally go off with lag and sector changes.
So stacking didn't really change anything, which got me thinking why.
It may be a issue with applying multiple thrust effects within the same thrust tick.
Luckily thrust ticks are pretty damn fast (~33ms) and overlapping beam ticks is easy enough, so can test that tomorrow.
If it works I can go...
That power armour is pretty damn cool.
lemme guess, pilotable as well as turretable? (I see that sneaky docker there).
Looks like drop rack functionality as well!
Last time I tested it can cause a shields to receive charge multiple times a second, and isnt effected by shield failure.
This potentially makes it useful against cannon combo weapons and allows primary shields to always have at least some recharge.
The stacked/linear concept is a throwback from when punch/pierce wasn't a thing, and you needed to physically arrange the weapons for that effect.
Its a brilliant way of making a very small hole through a very large object, or hitting the same block multiple times.
If I get the conditional...
I'll have a play with stacked outputs tonight to get more hits in, as well as a b-c combo with longer fire time.
All beams have the same tickrate now, so b-p and b-c have the same hit rate per burst of 5/s.
Also going to test disabling beams with no drones docked, logic seems easy enough...
Had a go docking a drone with its CoM on one of the beams, a lot better results but still feels off.
Going to need to remove most of the rails in that case to force drones onto the beam outputs and see how that goes.
Each output is 3x3 b-p-push.
Anyway, enough rambling heres some internals and...
Well push beams are kinda disappointing, definitely not suitable for rapid deployment.
Would be more effective to take the push effect off and insert the filter into the enemies exhaust port (actually serious, the launch system consumes roughly 18m power currently, and testing with a 50m variant...
That comment was mainly based around what looked to be multiple rotating generators ;)
Normally generators are mounted static so you can protect them easier and don't need to work around movement, for example you can't dock something on one rotating segment that might intersect with another so...
Not really many options if they are rotating unless you plan on putting stuff on rotating sections.
You can draw power directly or use supply beams to send it back to the parent ship.
Power travels down the docking chain naturally, back up the chain via supply beams.
Careful of cascade power...
heheh alrighty you've convinced me that project megamaid is a good idea.
Definitely fits two soul drones per bay, so a single octobay can store and launch 16 souls (using souls as a sort of benchmark drone).
Tried initially to use a pulse to throw the drones out, but that worked about as well...
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