Search results

    1. S

      Placing blocks in collision detection areas?

      I usually just un-dock the entity causing the problem and move it out of the way, place the blocks I want to place then re-dock the entity.
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      PUSH/PULL DRIVES: Working as intended?...

      If you use a beam/cannon/pull turret docked to or in your ship with the turret facing aft but hitting the ship it will push your ship forward without the directional/rotational problems. I have used this technique to move asteroids, if a beam/cannon push turret is docked inside a bubble on the...
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      Looking for carrier ship logic help

      I have tested with the latest DEV build and unless I'm doing something completely wrong the WIKI is correct. You can still use logic 'C'->'V' to storage to turn the pull function on and off for that storage block but can no longer link the storage to logic where the storage is the controller...
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      Logic-charged jump drive problems

      I tried to replicate your results with Jaaskinal's chain drive but it always took more than 3 minutes to charge, the more test clocks I added to my test ship the longer it took. After doing some reading of the WIKI I came to understand the mass of the ship including docked entities affects...
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      Bug Fleet Mining not working with Large Harvester

      From what has been posted in other threads and from my own experience it is indeed an issue with center of mass not being close enough to the ships core, the closer they are to one another the less problems. Also single beam salvager seems to work better than multiple beams for AI aiming, I'm...
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      Looking for carrier ship logic help

      low is off, high is on, just retested with latest dev build and it still works.
    7. S

      Looking for carrier ship logic help

      I'm assuming you used logic to un-dock your cargo container, have you tried turning the pick-up point off with logic connected to the same logic that does the un-docking?
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      Isanth Update & Building onto Competition idea

      Here is a pic of some Isanth-styled ships made from essentially kit-bashing the Type-Zero. There is a stock Isanth VI for comparison.
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      Criss' Thread

      Ok, I've tried starting a new world using both the current release and dev builds, still spawn next to am advanced shop. Is this spawn station not actually at spawn point or what am I doing wrong?
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      Shield Emitter Blocks: The solution for "Gigantism" and fighters.

      So a small ship with just one looses its shield with the first hit, yeah that will work. If that's the way it would work why bother putting shields on small ships at all,would be better to invest the mass and resources into armor. I'm sure I would rather have a solution that doesn't include...
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      Shield Emitter Blocks: The solution for "Gigantism" and fighters.

      There have been several proposed 'fixes' to the big/little ship problem where smaller ships are no threat to larger ships, yours, in my opinion falls into the overly complex and confusing category. The following proposals are workable and not that confusing or complex (again my opinion)
    12. S

      SK-GP2C 2015-10-10

      Minimal role play interior, 2 bunks and kitchenette. Weapons include twin rapid fire cannon, 9 beam salvage array (cannon secondary can be re-linked to salvage array for faster collection) and two 3 tube missile launchers. Also includes 3 point defense turrets, 2 minimal jump drives, Ion...
    13. S

      SK-semi-auto salvager 2015-07-29

      Pre-rail salvager ship with both manual and logic run salvage systems. Press 'R' on the activation module to arm the logic arrays then use the manual salvage/cannon array to salvage normally, about 9-10 seconds after you have started to collect blocks the logic arrays should start and continue...
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      Damage Pulse + Missile = ?

      Last I checked pulse with either cannon or missile as slave had exactly the same result, reduced cool-down and less damage per pulse. P.S. would be nice if we all could agree that when referring to master/slave combinations that the primary is listed first, followed by the secondary then the...
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      Hanger Doors

      Check out Bench's videos. http://starmadedock.net/threads/video-series-learn-the-basics-of-rails.7276/page-2#post-122702
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      Weapons System Help

      Please check out this post if you haven't already. http://starmadedock.net/threads/a-simple-graph-for-weapon-linking.3751/ It is still fairly accurate, though in the current release version there is a math error with power usage on weapons using the damage beam. P.S. more information on exactly...
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      Burst fireing weapons power cells.

      Easily accomplished, just add more power capacitors, either to the main ship, the turret base or turret barrel. Or are you suggesting that there be a limit to the power transfer rate from the ship to docked entities to force ship builders to place power capacitors into the turrets?
    18. S

      Burst fireing weapons power cells.

      Ever hear of 'power capacitors'? Those are those blocks that store power for later use, work best when all power capacitors on the ship or station are arranged so that they form one group. As for weapons using consumable ammunition there are already several threads about that, there is even...
    19. S

      A counter to cloaking?

      Scanner is not a passive system, you have to activate it, when you do so it disables all radar jammers and cloaks, including your own. I have no idea what the max range for this effect is, but it is just a momentary pulse and you can't send another pulse until your scanner system recharges...
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      Trying to make this basic clock faster for a push effect

      I don't know if you know this but for equal numbers of push modules you get better acceleration if you split them up between 2 push computers, one hooked to the 'not' and the other connected to the 'or'.