Search results

    1. Tunk

      DISCUSS! Hull Repair/Regeneration

      Would be a nifty thing, especially if modules needed to be near, run dimensions or required shapes. Eg:boxdim + 10% effect area for block replacement. On the no shield restriction, my 'hull' generally doenst have shields anyway, I can literally slot this into most of my ships as is and...
    2. Tunk

      —❮ PROJECT ⚙ SPARTAN ❯—

      Do the support systems have to be self righting? Do they need to be deploy-able unmanned? Any limits on mass/dimensions/firepower? Does the AA cube really need to be limited to a cube with 1 AMS per side (how can we be creative with that?)?
    3. Tunk

      What kind of factory setup do you have?

      Dump boxes -> sorting buffer. Ores -> cap refinery. Asteroid stone -> rainbow factory. Parts -> part boxes. Terrain -> rubbish boxes. 3 main factories (basic, standard, advanced) for general processing with 2500+ enhancers each and a capsule refinery with 2500+. A central box pulls...
    4. Tunk

      Multi Targeting Turrets?

      In my experience the turrets barrels need fully independent movement, or heavily restricted movement otherwise they literally spazz out. My old AMS systems consisted of 2 or 3 barrels capable of full rotation, unfortunately if those barrels decided to shoot at different targets the turret went...
    5. Tunk

      How Fast Do You Go?

      I play a server with 150/300, but I prefer 50/100 sp. As awesome as high speed is, I prefer lower speeds and larger sectors to give the game a bit more of a sense of scale that is removed when you move so fast.
    6. Tunk

      Lets Be Honest: Docked Power Generators

      As a alternative, perhaps we could go with a 'system core'? Rather than treating the docked entity as a ship it is treated as a stationary entity (no thrust, unmovable other than being dockable) with its own much lighter collision handling, or fobbing it off as part of the parent entity (virtual...
    7. Tunk

      Inline reactors are capable of powering many systems from shields to 100k dps turrets.

      Inline reactors are capable of powering many systems from shields to 100k dps turrets.
    8. Tunk

      Best Reactor Type.

      I agree completely, unfortunately in all my years dealing with users one thing rings true. They will use a pre-build pattern/design over a more effective custom solutions 95% of the time if one is available. The more that use those patterns the higher it gets ranked on search. It ends in a...
    9. Tunk

      Planned creative mode: re-sort blocks

      Would be awesome to have a filter search, where typing in a block name filters the display down to matching blocks rather than highlighting them. Several mods in other voxel games implement this and it is a huge QoL feature.
    10. Tunk

      Starmade v0.194 - Shipyards

      So far Im loving it, convering ships to designs and decon/reconstructing them has made me a very happy chappy. No need to clutter docking space up with a dozen half complete projects.
    11. Tunk

      Best Reactor Type.

      Pretty much its to do with how the 'bonus' regeneration is calculated on a group and a quirk of the math at a single block. Anyways I spent some time torturing myself in excel for fun, have some nifty graphs. http://imgur.com/a/gExnp As for docked power, the common definition of it is a ship...
    12. Tunk

      Starmade v0.194 - Shipyards

      Does the shipyard output a signal when active? That would be awesome if it did, can use it to activate rails for a bit of kinetic sculpturing on active shipyards :)
    13. Tunk

      Anyone else wonder what a "yhole" actually is?

      Just some flora based on pitcher plants.
    14. Tunk

      Best Reactor Type.

      Pretty much however I feel with my rail heavy ships, sure they can be tough but they can also explode into a million pieces. Reason I suggested they remain 'soft docked' awhile back to prevent collision detection going nuts.
    15. Tunk

      What's with the insane lag during autosaves?

      Silly question, Are all sectors saved together, or is there a save queue or scheduler? Might be worth while to add a save queue or scheduler so the server can work through saving rather than batch processing the whole thing at once. Sector level locking or copy for threaded save would also...
    16. Tunk

      Best Reactor Type.

      Sounds like a cascade power failure back to the main ship. As a side note, yep supply beam based reactors can do that. Far too fiddly, though still useful in some instances.
    17. Tunk

      Best Reactor Type.

      Never noticed a efficiency issue at that level, only really major break point is the 101 block mark where you have to start adding capacitors. After that you are home free until the 594~596 mark, then diminishing returns kick in until you hit the cap at around 980ish.
    18. Tunk

      Best Reactor Type.

      Difference is each docked reactor can reach good efficiency (149 or 650 e/s/block depending on your design goals) once you hit the cap, rather than having to spam tens to hundreds of thousands of reactor blocks for 25 e/s ea. Single group docked reactors also don't suffer from the inefficiency...
    19. Tunk

      Event Horizon [Don't Call Us, We'll Call You]

      not recruitment, just a dock for the night kinda thing.
    20. Tunk

      Event Horizon [Don't Call Us, We'll Call You]

      Welcome to stay with the roid smashers Temporarily MA. Be interesting to have another ship artisan running around.