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    1. Trekkerjoe

      Make beams become fatter the bigger they are

      How about this: The visual thickness of the beams is influenced by linked explosive effect modules which, if I recall correctly, give lasers AOE. They can remain a visual effect, no game mechanics have to change(for now), all the while allowing people to choose between a pinpoint or an AOE laser.
    2. Trekkerjoe

      The Rail show off thread!

      As I had promised: This is a late version of the Programmable Robotic Hand 2.0 running demo mode. When it is finished, I will update it in CC, and create a post for it in Logic. I will see you guys then.
    3. Trekkerjoe

      Recognized by Council Add XOR gates

      http://starmadedock.net/threads/magnetic-ability-to-rail-docker-xor.20023/ Just putting this here for reference.
    4. Trekkerjoe

      Modulated Cruisers

      Are mas enhancers still bugged? They could alleviate this problem somewhat, considering you have no weapons on the core, just thrust and a lot of extra power you could be feeding into the enhancers. If they are still bugged, that design would only work well on mid/small-sized build. Now time for...
    5. Trekkerjoe

      Modulated Cruisers

      What if you put shielded armor segments on rails, and have them traverse the surface of the ship? Then you would have much difficulty draining the shields of one segment because another one would replace it while the other one recharges. You could have multiple modules swap out on the press of a...
    6. Trekkerjoe

      Recognized by Council Ability to Shift-C Logic Blocks.

      Exactly, Couldn't have said it better myself.
    7. Trekkerjoe

      Recognized by Council Ability to Shift-C Logic Blocks.

      I was working on an insane logic project involving memory cells, and I had realized that I needed to hook them up to OR blocks to output when they have data. Naturally, I predicted another huge grind selecting all forty T-flip-flops and setting the ORs as a slaved logic block for each of my...
    8. Trekkerjoe

      "Instant pulses" and some starmade's logic details

      Awesome. I was working on my insane robotic hand project, and thus far completed the memory storage and retrieval system part thanks to you. I got stuck before because of 'noise' when I selected a memory cell using a T-flip-flop chain. I would temporarily select multiple cells at once. I was...
    9. Trekkerjoe

      Harbinger -Fighter Craft 2.0

      (It bears an uncanny resemblance to star wars bomber, doesn't it?) The Harbinger is an apt name for this fighter. It heralds the destruction of your enemies. The lightweight, asymmetric design lends to higher top speeds than a traditional fighter, without having to expend armor coverage. It's...
    10. Trekkerjoe

      Warp gate between station and planet

      Ok, as far as I can remember, if you use a warpgate, the algorithm that places you in the destination sector keeps you outside the bounding boxes of other objects. This means that you cannot have an indoor warp gate. There are plans to fix this (as far as I can remember) so you can have your...
    11. Trekkerjoe

      Bug missile explosion bug?

      Perhaps the missiles use a torus-shaped collider?
    12. Trekkerjoe

      Bug logic copy still partualy glitched

      I ran into a similar problem, except logic connections that were already assigned were breaking. Very obnoxious when you have rows and rows of memory cells breaking.
    13. Trekkerjoe

      The Rail show off thread!

      It's nice to be back... You may or may not have already heard of this. Here is something I made quite some time ago, back when rails were first made public: I am planning to return to this concept and make a 2.0 version, complete with a nicer programming interface. Wish me luck! EDIT: Oops, it...
    14. Trekkerjoe

      Bug Rail turrets causing teleporting

      Ok, I said I would report this bug, so here it is. The majority of the documentation is in this thread. http://starmadedock.net/threads/rail-turrets-and-walkers-dont-mix.7835/ Basically, when you have a rotation/elevation rail turret mounted on an entity, this happens: When bumped or otherwise...
    15. Trekkerjoe

      Happy birthday Schema

      schema, Happy birthday! Wish you the best of luck.
    16. Trekkerjoe

      Rail Turrets and Walkers Don't Mix

      I tested this when I saw your question. I am quite relieved to tell you that a single rail docker does not seem to effect the mech. Additional testing shows that the turret's mass has nothing to do with the glitch, as I had put another turret for elevation(with the turret totaling 4 blocks) and...
    17. Trekkerjoe

      Rail Turrets and Walkers Don't Mix

      Ok, so I had been working on mecha a while back, making tremendous progress with their development. I had defied the lack of friction, by using plex doors to fake it successfully. My latest design, the Mecha Wolf, included a fancy turret, so that you could aim, shoot and drive all from the...
    18. Trekkerjoe

      How far could rail tech be taken?

      I am seriously hoping for that bug to get fixed. Also hoping for friction to be implemented. Both are necessary for walkers.
    19. Trekkerjoe

      How far could rail tech be taken?

      Trust me, the rail turrets are bugged. They seem to prevent movement, especially if your cockpit is in a turret. I have completed a mech that can move under it's own power, complete with an upper turret as the cockpit, and unlike previous prototypes without turrets, it bugs out and teleports...
    20. Trekkerjoe

      How far could rail tech be taken?

      In response to OP: I have taken rail tech very far into the walker side, even to the point that they move under their own power. So I would say it would be certainly possible, but I would wait for some optimizations. For one thing, friction is not really a thing, so planetary battles don't work...