What this tells me is new players aren't watching the tutorial videos or reading up about the game. There is no user manual yet since the game is still in alpha and subject to change. There is also in game bugs that crop up with game features.
I haven't seen the tutorial video on power...
Back when I experimented with push/pull and stop as weapon effects, I found that when an object wasn't using thrusters (eg. inert) only push or pull would affect the object. Stop didn't actually stop the target object. From this I have assumed that stop cancels thrust effects but doesn't...
Assuming you didn't have to use a button you could use an area trigger that you need to jump up into to activate it. I have used this to disarm or arm my internal weapon traps. Otherwise you will need a small rail door or an air gap between a door and the button.
You could also use a two...
I think you needed a longer ranged weapon so the AI would face the target while in range, then the push module to force it in close. But that's just theory I've never tried to test it.
Well when I checked the picture link and the text with it, it read like he was using a button to control it so I designed it to use what he was already using to activate it.
Okay. Try to break logic down into the inputs and the output commands.
The flip flop allows you to store button pushes.
The ANDs are just need to meet all these conditions and activate whatever is connected.
So before the first press of the button the FF is off and the Not is On so when you...
I did create all the links I mentioned in my first post and tested it.
Does this explain it better. The flip flop just remembers if its the first press or the second.
Depending on the flip flop a press of the button will activate A/C or D1/F1.
List of links
Button > Flip Flop > Delay > Not >...
The circuit I wrote in only uses the flip flop to record the fact that you have pressed the button already. The and functions are interacting with that and the button presses to determine which set of switches to activate.
Hmm from what you said.
Button connected to Flip Flop. Flip Flop connected to delay. Delay connected to not. Not connected to And. Button also connected to And. And connected to C and E. Delay connected to And2. Button Connected to And2. And2 connected to D1 and F1. And2 connected to flip...
As far as I'm aware the orientation of the pickup point doesn't matter. The docker on the entity that is closed enough to the pickup point will meet up and orientate with the closest rail to the pickup point.
It is possible to use logic to activate and deactivate the pickup points and new...
Using docked thrusters doesn't draw power from what the thruster it is built into but from the main entity. I was hoping to get around this as the power requirement for mine was around 13mil e/sec.
The ion shield effect, if place on the main entity, its effectiveness is calculated on based on...
I'm not an expert but checking around in the starmade folder I found this.
Somewhere in your starmade is a sub folder "data\textures\block\default\". In there their is 3 separate folders one for each resolution 64, 128 and 256. Go to the one your starmade is set to use and check to see if...
Just so the others are aware this design isn't using a power supply beam to backfeed power back to the main entity. So cloaking doesn't exactly work. As the main entitiy doesn't have access to all the power regen and that's where the cloaking module would have to be. What it does provide its...
You might run into some issues with the multiplayer servers. There is in the server.cfg a setting to limit chain docking in some way. I'm not sure if its implemented. MAX_CHAIN_DOCKING mine is set to 25.
This works pretty well with weapons with low reload times. Just with long reload times...
There is no real fixed number. Basically until the world/server your playing on has issues. Anything docked if possible I would recommended to have a one block air gap around it to reduce lag due to collision calculations.
There are 3 typical limitations people run into for lag and it all...
Here is to hoping the fleet update there working on will allow the use of docked entities with the fleet return command. This would allow you to have a docked hanger on a carrier or allow the carrier to be docked to a station....
Also its possible to lag out the server enough that the turret don't align with the target its trying to shoot resulting it in never firing as the turret is switching between aiming to each side of the target but not being within the angle it can fire at.
Well its starting to sound like an issue that can't be fixed by sending text. As I said if you attach the blueprint to the post I can have a look.
Also I just remembered that a lot of times when I place pickup points their inactive which means the drones won't dock. To activate them just link...
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