Isn't this solved in a dev build? I remember a 500m long stick tunrning pretty quickly, but i'm not sure.
I agree that would be unreasonable
Ignore projectile colission for decorative blocks (Like punch-through but without the damage loss). This should work with missiles as well, as if the...
I'd say this counts. Just waffle MIS/PULSE/OVERDRIVE as 3/3/3 about 50 times and you'll get this. :p
Target is 50x50x50 capacitors protected by 10 layers of advanced armor, did not remove armor bar, but removed roughly half the ship's mass in about 20 seconds.
Armor is inferior to shields...
There's no tone on forums, i'm sorry i forgot to post enough smileys to properly convey a sufficient degree of whimsical. I hope this helps.
:p:p:p:rolleyes::rolleyes::):):):schema::schema::schema::confused::confused::confused::cool::cool::cool::D:p:p:p:p:p:D
Seriously though i am not upset...
As fascinating as this discussion is it really has nothing to do with the topic
Cosmetic blocks reduce ship's combat efficiency
Mass is not a good indicator of ship strength, see above
Worthless. Who gives a shit about your armor/structure when a 500 mass ship can obliterate a capital with...
Mass doesn't work and is overused in the mechanics. This gives decorative/armor blocks nightmarish penalties if you're trying to make an efficient setup and forces uniformity in viable ship shapes, as limiting surface area is necessary.
You add 100 decorative blocks to a ship with, you will...
I'd like to keep the number of logic blocks in the game to a minimum; there are millions of niche logic blocks you can add that makes certain setups easier, but don't allow anything new. What you're describing can allready be done with timers and some extra inventories.
These two are...
So i was talking to a friend earlier and we came up with a bunch of features we'd like to see from logic. I checked the first few pages, but pardons if some of these have allready been posted:
Activate/Deactivate AI blocks via logic input (If you have turrets with different purposes, like...
Pirate pack for the new wave contest (See http://starmadedock.net/threads/a-new-wave-pirate-ship-community-contest.6365/ ) I had to make some cuts for the pack, most notably removing AMS turrets as the AI apparently switches them to target 'any' instead of missiles, if anyone knows a workaround...
Ok the CC page has not been approved so i'm adding an alternate download here : http://www.mediafire.com/download/q8mq1u4oy6s4l95/Preservers.zip
Hoping its not too late :(
Welp, ran out of blocks on the last ship so one of them is not very good.
CC link: http://starmadedock.net/content/preserver-alliance-pirate-pack.2632/
I ran into some trouble testing my ships, from what i can tell the AI always switches turrets to target "any" even if they're set to "missiles", so my ams turrets end up draining the ships' capacitors leading to permanent power failure :( This is a problem for two of my ships, and i'm not sure...
Overview
What is this?
My entry into the pirate contest http://starmadedock.net/threads/a-new-wave-pirate-ship-community-contest.6365/
Currently unfinished, would like some feedback on the page layout, information given and sugestions for how to provide downloads (I don't want to flood the...
I was asking because two of my ships aren't really suitable for dealing with smaller ships (They have trouble hitting stuff <10000 mass) but do really well against much larger ships.
I feel like an idiot for not asking this earlier, but what are the server settings with regards to sector size and max speed?
Edit: 5km and 250m/s in case anyone else was wondering
Also, what size of ship should we expect to be up against? I could only find one design for your server and that...
Since everyone's posting WIP's here's mine:
Got 2 fighters and 1 corvette so far, although the fighters probably need more cosmetic work as i went over the 400mass limit and had to cut stuff off, the stocky one is the 3rd attempt before i got the size right, and the long one probably...
They did say each ship has to be unique though, so that's not an option...
Also managed to fix the lag issue, there's still a bit on colission but nothing gamebreaking anymore:)
So i've been working on a kamikazi ship for this, but it has a few kinks:
It generates a lot of lag right before impact, obviously not something you want on a server, i think this is unavoidable for a ramming ship, should i just disregard the idea?
Imo it's stupidly overpowered; it will...
I'd just like to point out that beam weapons are worthless until this is fixed
http://bugs.star-made.org/issues/1219
I'm having them glitch through stuff as early as 1km and completely useless beyond 4km
Probably not the right thread for this but i hate how theres no range scaling for...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.