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    1. D

      Search-command doesn't work/Ship disappeared

      I guess the missing ship-bugs occured first after destroying a "ship" with around 100 closely docked entities with the: "/delete_entity" (i didn't know at that time you need to add "_dock" to destroy docked entities :eek:). This resulted in terrible laggs and crashes everytime i logged in again...
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      Search-command doesn't work/Ship disappeared

      Fixed it for myself with following steps: Whenever a ship is missing but still has the following file 1) create a new "Starmade" folder by copying and running the "Starmade-starter.exe" in a new folder (in this example: "Starmadecopy". 2) start singleplayer in "Starmadecopy" , create a...
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      Ender's Starships

      I really love those turrets. Exspecially the yellow/golden looking gaps make it really look alive. If bases/socles for them aren't planned/finished yet i would highly recommend adding them to make the turrets more part of the ship :)
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      Yet another (Star Wars) shipyard

      My bad :x Was too hasty on interpreting your post being related to whats-the-accurate-size rather than the stats :oops: Well... While its clear that everything stated in the movies has more validity than anything stated in comics/sourcebooks/etc. . It become pretty unclear whats the most valid...
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      Ejection system - sometimes you just need to punch out.

      I think we don't need such a system. Death in starmade is relativly forgiving, since it will only cost you a part of your credits and resets your position. If we also have a system like that death is too easy to avoid and therefore way too forgiving. In a game players usually adapt oneselves to...
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      Search-command doesn't work/Ship disappeared

      I currently was working on multiple ships in singleplayer (alpha v01421). I sometimes changed the position of them, but always kept them close to sectors I could remember. A few days ago i couldn't find a certain ship named "Hardcell". Since i thought i just flew with it somewhere and forgot...
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      Yet another (Star Wars) shipyard

      About the ebon hawk size: Taken from the discussion page from wookieepedia: About the scaling in the old repubblic: In general the sizes from the old republic era stated in some books or in the games (Kotor/KotorII) are really inconsistent. Another example: The size of a Hammerhead Class...
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      Foolproof anti-theft ship security systems.

      It would be intresting to know how pulsars will actually work. Or better... what they affect. I actually hope that pulsars won't effect turrets or faction members since that would only limit their viability. I think its a pretty interesting weapon, but will probably be either totally overpowered...
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      I'd like everyone's opinion on this.

      The real problem about this is that the weapons of small fighters just do not enough damage, since they have only small amc arrays. I hope that with the rapid cannon in the updated weapon system it will get closer to the point where a series of well placed shots from fighters (vessels with less...
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      What does everyone think?

      I had a similar kind of idea. To implement slave-only systems: I think this would make AstroTechnician/Powerdrain/Powersupply perfectly fit in the planned weapon system (even though some combinations are kinda awkward like the Repairing missile or the power supply cannon :confused:...). Edit...
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      [Prototype] manual modular Reactor

      Well this build does not make it too imbalanced imo. Its just half as long than it would be to stack normal power regen blocks (if you ignore the added power storage). And its much more complicated and requires another person controlling the whole thing. With the activator block i guess i can...
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      [Prototype] manual modular Reactor

      The theory behind As a reply to this thread i already explained the idea for a new power generator system using the fact that docked turrets and ships can supply their ship with power. Therefore you can build a 1 million power generator with a supply beam providing constant power to your main...
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      Impressive amount of details on such a small ship. Too bad that the rear gets a bit too bulky from the amc blocks. But overall i think that this is pretty much the maximum amount of detail you can get from a ship of this size. Well done. Can we look forward for more replicas? :3
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      internal reactors

      Since i'm currently building a pretty huge ship, i messed around with drain and supply: As you already mentioned earlier, the ship can't drain a docked target. But a docked module can supply power to a ship. With the upcoming automation block. Therefore it might be possible to build automated...
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      NGE Shipyard

      Don't know if anything has been changed, but as far as i know multiple cloaking modules won't help. As far as i know jamming and cloaking at a time will drain 1500 e/s per mass. Since you can only build 10 power generators with 250 e/s regen, more regen won't help. But since power storage...
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      Scale Issues....

      It isn't. You basically can't consider anywhere anything as "too big" since you can only view the size of one object in proportion to the size of another object. If somebody considers a ship with 200 000 mass a frigate he might has a destroyer with 400 000 mass and a battleship with 2 000 000...
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      WIP Providence Class Cruiser/destroyer full size!

      I really like your start (exspecially the bridge) so far. But you could somehow improve the overall hull shape. The Ship looks currently like having mostly 45° angles. The ellipse-function of this tool: http://www.plotz.co.uk/plotz.php might help to build the curvy \"hull-tube\". It works up to...
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      Friction in space

      Just to put in some random sience (which doesn\'t matter anyways since this is a GAME and NOT a SIMULATION)... Aerodynamics describes the behaviour of an object in compressable fluids. Exspecially in air (aer (greek) = air). The appropriate more general term would be fluid dynamics for the...
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      Mechanisms (like redstone)

      We just need Input-Blocks like Photosensors or other sensors, which you can connect to other converting blocks (like timers, etc.). These Block can than be connected to doors/weaponcomputers/whatever and would trigger them automatically. I don\'t think wires or something like that would be...
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      problems with broadside cannons and how to do them.

      Well... I have the problem that my cannons always shoot forward no matter in which direction the amcs and or the cpu are rotated (as far as i know only the direction of the cpu matters anyway but still tried). And it would be interesting if turrets with ai modules can handle directional shooting.