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    1. Dr. Whammy

      Do heat seekers use a missile up for each "swarm" entity?

      Under vanilla settings, heatseekers just split. Missile capacity is only needed for the initial launch. At some point, heatseekers were removed from the game under Quickfire settings and replaced with fast-firing lock-on missiles. It's been a while since I used QF configs so they may have...
    2. Dr. Whammy

      Reactor HP Question

      Hey guys, A while back, I mentioned that I was working on a StarMade Mod. So far, it's been going pretty well but one key feature I'd like to add is a functional equivalent to the old "System HP" system from the mid-power-1.0 days The purpose of this being to make ships simpler (though not...
    3. Dr. Whammy

      Community Build Initiative: Mobile Factory/Refinery

      Thank you both for the clarification. I suppose it's time for me to dust off my shipyard.
    4. Dr. Whammy

      Community Build Initiative: Mobile Factory/Refinery

      ^^^ ...Which leads to an interesting question; IS there a minimum size? I only ask since I'm not normally known for building larger craft; mainly due to limits on my spare time. It would be cool to get in on this but I wouldn't want to submit something that was too small to even consider.
    5. Dr. Whammy

      CYBERSPACE SHIPYARDS

      Outstanding work as usual. I used to love doing complex things like this in my stations. For some reason when you add too much logic, larger ships/structures fail to load completely (chunk draw errors). Have you experienced this as well?
    6. Dr. Whammy

      When was your personal "golden age" for StarMade?

      This is basically my stance on the game. Quitting this game is like coming off of a drug. Last time I took a break from Starmade I had literal withdrawal symptoms.
    7. Dr. Whammy

      Introducing The United Star Axis

      Epsilon Transport - Manufacturer: Fairborne Naval Systems (commerce division) - Affiliation: United Star Axis (civilian) - Type: Light Transport - Length: 64 meters - Mass: 617 I decided to try a ship with a less rugged/militaristic look; nothing too fancy or too utilitarian. This was the...
    8. Dr. Whammy

      When was your personal "golden age" for StarMade?

      My favorite time span was between Late 2015 to early 2017. I had just begun to dabble in multiplayer while experimenting with rails, logic, cargo jump, gates and shipyards. I ended up developing several pieces of technology and aesthetics that I still use today. - modular transport...
    9. Dr. Whammy

      Community Build Initiative: Cargo Ship

      Here's one that would be fun for station docking. Type 48 Cargo Transport - 4 Detachable cargo pods; retrievable via pickup points (use the alternate cameras). - RP-style interior: command, crew quarters, engineering, airlocks. Ladder and staircase lead to lower deck/cargo pods. - USD...
    10. Dr. Whammy

      Type 48 Cargo Transport 1.0

      Type 48 - Manufacturer: Volcov Industrial/Fairborne Naval Systems - Affiliation: Public - Type: Light Duty Commercial Transport - Length 62 meters - Mass: 626 The Type 48 is a short/medium range cargo transport designed for the civilian market. This craft has 6 integral bays which are set up...
    11. Dr. Whammy

      Introducing The United Star Axis

      Type 48 - Manufacturer: Volcov Industrial/Fairborne Naval Systems - Affiliation: Public - Type: Light Duty Commercial Transport - Length 62 meters - Mass: 626 The Type 48 is a short/medium range cargo transport designed for the civilian market. This craft has 6 integral bays which are set up...
    12. Dr. Whammy

      Powering/shielding docked entities: Test results about something undesirable(?)

      This is a pretty big issue; one that even I experience at my scale of building. Quite frankly, it makes no sense for a ship to put that kind of drain on a station unless said ship is still using its shields and weapons (presumably on turrets) I tend to keep my ships considerably smaller than...
    13. Dr. Whammy

      So there are still people playing Starmade...

      Just an FYI for those not yet aware: Via Discord, Schema has announced an update for Starmade ver. 203.101. Check this Steam link for details. Looks like he fixed the issue with AI leading with beams Good to see that he's still at it.
    14. Dr. Whammy

      So there are still people playing Starmade...

      It's good to see you guys again. Your posts, vids and tutorials were always a pleasure to see. They were instrumental to some of my more advanced builds. With over eight years (and counting) invested into playing this game; Starmade has become a little corner of creativity and nostalgia...
    15. Dr. Whammy

      Chunks only load at close range. Full fly-through required to load

      Thanks for the Response Andy, Good to see you again. What you describe matches what I'm seeing. The larger structures always load their logic first and then start drawing the chunks. It is at this stage that the draw halts unless you do a complete close range fly-through. For now, I...
    16. Dr. Whammy

      Chunks only load at close range. Full fly-through required to load

      Thread-necromancy.exe initiated... It took a while but I found the problem. There is a LOT of logic on this iteration of the station; animated cargo bay doors, automatic door closers, animated electric special effects, etc. The issue was the logic itself or possibly the "pipelines"...
    17. Dr. Whammy

      Turret AI Volley Fire

      Is your turret set to aim at "selected target"? There is a weird bug that will sometimes cause an AI turret to cease firing at your selected target, even if it's hostile or not in an "overheating" state. I'm not sure what causes this.
    18. Dr. Whammy

      Turret AI Volley Fire

      Your turret's size is small enough where it shouldn't stop moving. Provided you have no blocks obstructing the sphere's rotation or that of its base, you may want to try putting enhancers on both the turret base and the main ship. At some point, the game began requiring this in order for...
    19. Dr. Whammy

      Turret AI Volley Fire

      AI can't effectively use volley fire. This seems to be a limitation of the game's programming itself. As an alternative, you could use logic to simulate volley fire by either staggering the activation of separate turrets or staggering the activation of separate logic-controlled weapon...
    20. Dr. Whammy

      Coolest StarMade thing I've experienced in a while

      Nice. Always good to see another player making near-full-coverage turrets. 😎(y)