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    1. Q

      Countering the Death Cube

      Ah, I understand now - with the pointed front, lack of forward thrusters and heavily armoured side windows; it's designed for ramming the enemy!
    2. Q

      Countering the Death Cube

      For realistic turning; the calculations are complex and (even though it's not prohibitively expensive if done right) Schema has more important things to do than to significantly change everything. Adding mass to the current "overly-simple" calculation would be easy and would make it more...
    3. Q

      System Maintenance - 10/25 - 2PM EST

      You were too fast, so I missed it. Can you do it again more slowly so that I notice? Thanks :)
    4. Q

      bubble shields - the re-take

      You're right (but this doesn't change much, the square roots still cancel, and it's still a fast calculation vs. far more expensive cache misses). Based on information I do know about the game, combined with extrapolating from observed behaviour, combined with a little experience; it's not...
    5. Q

      bubble shields - the re-take

      For spherical shields; let's assume the core is the centre of the sphere and the radius is the corner of the ship's box dimensions. This means "radius = pow(box_x/2 * box_y/2 * box_z/2, 1/3);" (where box_x, box_y and box_z are the box dimensions). The distance from a projectile to the ship's...
    6. Q

      Drone Countermeasures.

      I'm wondering how much shields a turret would need to withstand the damage from a few drones. Most of the drones I've seen are miniature 7*7*7 doom cubes and I doubt they'd do too much damage against a turret with 50 K shields. I recess my turrets, so that the majority of the turret's body is...
    7. Q

      Pierce/Punch Difference

      I've been wondering how the shield drain beam compares to other weapons designed for damaging an enemy's shields. Because it charges your own shields at the same time, I can imagine it being a formidable choice for straight "ship vs ship" fights. Sadly, I haven't done any testing (partly...
    8. Q

      Server Configurations

      And that's irrelevant, because even though they know they're playing a modded version, they'll still report bugs to Schema (and even forget to mention which the mod/s they're using in their bug report) and Schema will still have to do extra work to figure out what is/isn't a bug with vanilla...
    9. Q

      Server Configurations

      Wrong. People tend to do whatever is easiest for them. Removing their mods then recreating it in a vanilla world is not easier than submitting the bug without caring and hoping Schema will sort it out. Of course this does go both ways. For example, if there's bugs in the mod API then people...
    10. Q

      Server Configurations

      Could you imagine what it'd be like if every server had a different set of mods? It would mean: For a lot of bug reports, Schema won't be able to tell if the bug was caused by the default game or a buggy mod. Most people won't be able to figure out if the default mechanics are good or bad and...
    11. Q

      Server Configurations

      My opinions... 1) To avoid lag, server speed limit needs to depend on the client's networking speed (not the server's). In general, "about 200" used to be about right for most people; but now players can use overdrive effect to go faster the server's speed so I'd recommend setting the speed...
    12. Q

      The ultimate drone R&D thread

      First idea: Taunt the enemy into launching their drones, and as soon as the drones are launched hit your jump drive. Come back later (when all their drones are gone) and wipe out their ship. Second idea: If you can access the drones (e.g. they aren't behind a door) use a perma-cloaking bomber...
    13. Q

      power supply beams

      The most efficient way (for "power per block") is to design power cells to generate about 1 million e/sec (and make them long and thin) so you get the most out of the "XYZ frame bonus". Once you go above that and aren't getting the"XYZ frame bonus", then you're better off just putting the power...
    14. Q

      Change cloaking mechanic and make it take less power.

      I've fallen into the habit of building a perma-cloaker whenever I join a new server. In general; it's not hard to have a perma-cloaker with a bunch of salvagers (enough for asteroid gobbling while you're collecting resources for a larger ship or station), and lock-on missiles capable of killing...
    15. Q

      The logic blocks erroneously mix circuit logic with state machines

      Instead of sending the state every single time (regardless of whether it changed or not); you can improve performance by caching the current state and only sending the state when the state has changed (when the cached state is no longer valid). This has identical behaviour, but it's faster (less...
    16. Q

      Multi-tick!

      Yes - for things like factories (including the new storage blocks and their filters), it would be more like: void update(ticks) { int ticks_left; ticks_left = ticks; if(ticks_left == 1) { do_ticks(1); } else { while(ticks_left > 0) { n =...
    17. Q

      Multi-tick!

      Agreed - it would take a little refinement (like, not bothering to update shops until someone opens the shop interface, and not bothering to update factories until someone looks at a factory block's inventory). However; doing many ticks at once should be a lot faster than doing many ticks one at...
    18. Q

      How much damage can a missile take now?

      Oh my. That's going to make the AI accuracy problem worse - slower rate of fire and slower projectile rather than instant beam (do we just use a large group of tiny "cannon-cannon" weapons and hope one of the 4 thousand projectiles hits the missile before it's too late?).
    19. Q

      How much damage can a missile take now?

      Wait - "cannon-cannon" and not a beam weapon?
    20. Q

      Solutons to discourage gigantism?

      Ah,. so like a 700*700*700 cube with an additional 1*1*300 stick of rod lights slapped on the back so that it only consumes 70% of the bounding box and therefore isn't a deathcube?