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    1. Keynesian

      Shield Recharge Power Consumption

      That was intended but seriously if I gut my ship of shields to make way for some weapons and power then I will be useless against other ships who have kept there shields.
    2. Keynesian

      Shield Recharge Power Consumption

      Yep 0.152
    3. Keynesian

      The DFN- A Starmade Faction [RECRUIT ALL THE PEOPLE!]

      Screw You get off our forums.
    4. Keynesian

      Shield Recharge Power Consumption

      I think we all know that shields have been massively buffed in 0.15 and so has there power consumption. My 8.5 million shield Capitol now has 54 Million Shields and 600000 Shield recharge. Now it cannot sustain its own shield system (bear in mind it has 28 million e/s and 10 billion capacity)...
    5. Keynesian

      HAPPY BIRTHDAY SCHEMA!!

      :p JK Happy Birthday Schema!
    6. Keynesian

      Tractor beams

      That would be very nice
    7. Keynesian

      Tractor beams

      I say any beam with a push of pull effect automatically target any you selected. You could turn this off in the structure tab.
    8. Keynesian

      Hull Armer

      Hull Armor Hello People I do believe that hulls today are COMPLETELY useless. However there is a viable solution. You see hulls should be like thrusters, the more you put on the more health they have. This should not be linear though as that would be too overpowered. For every hull block...
    9. Keynesian

      The DFN- A Starmade Faction [RECRUIT ALL THE PEOPLE!]

      I think they are doing it to remain confidential.
    10. Keynesian

      Simple way of doing mechs

      That would make since it could be like a weapons computer but instead of amcs being connected it would be any other block.
    11. Keynesian

      Simple way of doing mechs

      But it's not like its a hinge that you can use manually. The blocks are pre programmed to work together. The blocks being used as joints only work all together. There's a hip joint a leg joint and a ankle joint all working together in one leg. A single leg will not work and function with out...
    12. Keynesian

      Simple way of doing mechs

      It's just a figure of speech I meant to say or was saying that the game recognizes it as a mech and will walk and act like one.
    13. Keynesian

      Simple way of doing mechs

      no the image above is just a representation. The coding would automatically notice that "Hey its got 2 leg joints and 2 knee joints its probably a mech". No physics calculation here only animation. It would move like it was on wheels but at a jittery walking like motion. And for going uphill an...
    14. Keynesian

      Simple way of doing mechs

      I just thought that since the community was talking about mechs and implementation, I would say a way how.
    15. Keynesian

      Simple way of doing mechs

      Just an idea :p
    16. Keynesian

      Simple way of doing mechs

      A very simple way of doing mechs is like this. You have a simple ship core. This is now part of the body. The at the bottom of the body (You have to build this) There is a new block called Leg Joint 1. You would need at least 2 of them. Then you would create a little part of a leg and attach a...