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    1. Panpiper

      What are your ideas for "the ultimate fighter"

      I mean no disrespect to Bench, but I find those mass estimates ludicrously low. Perhaps those are the sizes of ships people were building back in 2013 when he made that, but that is not anywhere near close to what people are building nowadays. My asteroid miner is 35K mass, a miner! And I...
    2. Panpiper

      What are your ideas for "the ultimate fighter"

      Actually the pirate responsible for the most player kills on our server is the Outlaw (~800 mass). It is exclusively armed with missiles. It fires salvos of 56 missiles all at once, which utterly inundates virtually any point defense fire. The trick to making missiles work is to swamp point...
    3. Panpiper

      What are your ideas for "the ultimate fighter"

      Missiles do 'very' poorly versus the Marauder, as it packs no less than eight anti-missile turrets. That is one of the things that makes it so scary as a pirate on the server. The standard tactic of using swarmers will not save players. You either need absolutely withering quantities of...
    4. Panpiper

      What are your ideas for "the ultimate fighter"

      Do a test. Have three marauders versus two of yours (equal weight) both controlled by the AI. See who comes out on top. It is certainly not impossible to make a heavier fighter that is every bit as good, pound for pound, but I think you will find if you run such a test that the best you would...
    5. Panpiper

      General Info Questions, as well as PvP based questions

      Wait, so you are saying effectively that I would actually mine faster using regular salvage beams from modules lengths of 91 blocks, than I would with my current setup? I find typically that I am mining faster than the server can keep up. Must I now test this by timing mining speeds of two such...
    6. Panpiper

      General Info Questions, as well as PvP based questions

      I beg to differ. On a regular miner you would need an array 91 blocks deep to get a beam at full power that only is on half the time. To be mining constantly, you would need twice that, for a total of 182 modules per beam (alternating between the two while the other recycles). On the miner I am...
    7. Panpiper

      What are your ideas for "the ultimate fighter"

      I this ship classification system. My Marauder is smack in the middle of that fighter range. Smaller than that and it becomes very difficult to create a weapon system that can actually break through armor, resulting in a fighter that can't do enough damage to take out an opponent before it is...
    8. Panpiper

      Starmadepedia Update Thread

      So I got on chat asking how much mass a mass enhancer would compensate for. The numbers in the expanded entity structure didn't quite jive with my memory and I was confused. After some nice people held my hand and walked me through it, I was much more knowledgeable. Figuring I could spare folks...
    9. Panpiper

      What are your ideas for "the ultimate fighter"

      It has a mass of 537 with the PD turrets included. It is 54 meters long, 46 meters tall, and 48 meters wide.
    10. Panpiper

      General Info Questions, as well as PvP based questions

      Just a couple of tweaks to Malacodor's answers. When just starting out, this is certainly the case. Weapon slaves are very expensive in the quantities you would need, in the beginning. However once you are set up and actually mining decent quantities and able to build the weapon modules...
    11. Panpiper

      What are your ideas for "the ultimate fighter"

      I've already built it (pardon my lack of humility). The Marauder. This is one of the standard pirates on my server (FreaksRUs). People regularly attempt to flee encounters even when they out mass this thing ten or twenty to one. In numbers, these can destroy anything. It is perhaps not the...
    12. Panpiper

      Logic, stealth and jump inhibitors

      The transaction fee at Paypal is pretty trivial. I don't remember what it is, but it's like 2% or something.
    13. Panpiper

      Logic, stealth and jump inhibitors

      I will PAY $20. to any developer to answer this question officially. "Will it be possible at some point to activate defensive effects either by logic, or by default on a ship to which an AI entity is docked that itself activates the same defensive effect?" Please PM me your Email address so I...
    14. Panpiper

      Logic, stealth and jump inhibitors

      Thank you Malacodor. They are bugs, just not yet addressed. Do you know this stuff by heart or are you just god's gift to search engine usage? I suppose this means it would not necessarily be a bad thing to build in such systems into turrets and such that we do not want to be obsolete in a year...
    15. Panpiper

      Logic, stealth and jump inhibitors

      Would you happen to know if this is by design or by omission? Will it always be the case that defensive effects are only for players and only for their primary ship entity (defensive effects as I understand, won't work on docked entities like turrets either)? Right now the only way to use...
    16. Panpiper

      Server config? Increasing turn rate

      Thanks Malacodor. I thought something was odd. Apparently the thrust update (likely) changed things so as to break that config setting. I wonder if there is some other setting now that can be tweaked, or are we forever mandated by the developers to swim through molasses.
    17. Panpiper

      Logic, stealth and jump inhibitors

      I built a small jump inhibitor system into some of the pirates on my server. It was just a few inhibitor modules, mostly to mess with people's 'backup' jump drives and such if they happened to jump into a pirate sector. At the time, chain drives were not a thing. Little did I know they would...
    18. Panpiper

      Server config? Increasing turn rate

      I find it exceedingly frustrating to have to spend thirty to forty seconds dragging my mouse across my mouse pad simply in order to turn my ship to face a new asteroid. My ship is not overly large (150 meters at it's longest), not overly massive 15K mass, and has a 2.5 thrust to mass ratio with...
    19. Panpiper

      Starmadepedia Update Thread

      I'm one of those odd people who actually enjoys writing. Unfortunately writing for such a Wiki requires that you actually know what you are writing about, and while I have been around Starmade a fair bit, I am hardly an expert on the technical side of things. I have made a few minor edits to the...
    20. Panpiper

      What can be done to make AI-Turret's actually hit stuff?

      Yes, you can put long range weapons on drones. However such long range weapons either are quite weak DPS wise or require large batteries to store power, which is less than ideal for small ships. Most small ships will use shorter range, rapid fire weaponry that can make ideal use of high power...