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    1. jayman38

      How can AI learn to fly(or at least try to avoid getting tangled with other ships)

      It sounds like flocking behavior needs to be introduced to the AI. Such behavior will cause AI entities to simply "fly away" if something gets too close. Naturally, this routine will need to be skipped during "docking" or other danger-close commands, but normally, it should work fine.
    2. jayman38

      Defencive effect's influence should depend on it's target systems

      Punishing players who intentionally create a low-mass ship. (I am thinking specifically about cloaking ships, but there may be other constructions that rely on low-mass, such as ugly-but-efficient block-armoring schemes.) However, I would assume that if this suggestion were under consideration...
    3. jayman38

      Defencive effect's influence should depend on it's target systems

      If this thread garners enough "likes" or "agrees", the devs will read it and seriously consider it. I'd like to see if anyone has found a config file where this can actually be implemented, and if so, tried. On the contrary, I believe that server configs could be set to adjust the host block...
    4. jayman38

      Defencive effect's influence should depend on it's target systems

      This sounds logical to me and would influence ship specialization.
    5. jayman38

      I'm scared for Starmade

      I disagree with the OP and agree with most of the subsequent comments. I saw the Steam release. I believe that a pre-beta push would get lots of gamers to look at the half-finished game, play for a couple of hours, and dismiss it as a permanently half-finished indie title like so many others...
    6. jayman38

      Starmade Forge - Starmade comes to Mobile!

      I am concerned that the Starmade crowd might not support you enough financially. It may be better to run an Android App Kickstarter that promises an Android App that can design voxel spaceships, which just happens to be compatible with Starmade. That way, you aren't just pulling in Starmade...
    7. jayman38

      Question on Missile Launchers

      It is possible. Direction: Like Jarraff said, to have the missile system fire up, for instance, make sure the computer screen that says "MIS" is pointing down, where it normally points aft (toward the rear of the ship). Manual shots vs. AI-driven Weapon Pods: You cannot use logic to manually...
    8. jayman38

      A Question or two that need answering. (No rush XD)

      1a. For weapon modules, I would recommend making large turrets instead of static weapon pods. Reason: large ships (I.e. dreadnaughts) cannot turn quickly compared to smaller turrets, so it would be incredibly difficult to keep weapon pods lined up with targets. 1b. If you wanted to, it wouldn't...
    9. jayman38

      Carrier Hanger bay help

      You need Bench's Rail Basics series. The carrier-related rails start at lesson/video 16 on page 2 of the thread, but it builds up from previous lessons. Once you have the hanger and rail layout sorted, it's a matter of personal aethetics to actually build hangers around the logic and stowage.
    10. jayman38

      Implemented Block Consolidation

      With this system of consolidated blocks, if you had one grey hull and placed a grey hull slab, you would be left with zero (0) grey hull.
    11. jayman38

      Warship Design Philosophy (RP Perspective)

      I am currently doing some light layout work on a 125-m Battletech (tm) Dropship (long, submarine-like design). 0. The design is symmetrical, so for the most part, I'm using YZ symmetry right up the middle. 1. Due to a total lack of shields in the Battletech universe, I am using advanced hull...
    12. jayman38

      New Damage Mechanics: 'Disabled' and 'Destroyed' Blocks, and AstroTech tweaks

      Assuming this is only used for system blocks with relatively low HP, one of the HP bits for these specific blocks could be converted to a "minus" bit. This will allow blocks to have a range of HP from as low as -127 up to a maximum of +127. So a 25 HP reactor block gets disabled at 0 HP, and is...
    13. jayman38

      (A) simple solution to the "problem" of docked hull...

      Docked armor takes damage when shields drop to 25%. That way, until shots penetrate through docked armor, the shield never has a "cooling down" period where it reaches zero from weapon fire and stays there a while. That is, shields don't suffer a cooling-down period until the armor is shredded...
    14. jayman38

      Read/Write to Zip files for Blueprints

      I've looked into Zip-file speed-vs-compression ratios and efficiencies before. Zip Compression is designed to be a relatively fast and tiny operation for the benefit you get. Today's modern processors make short work of zip operations, to the point where it will barely generate a blip on the CPU...
    15. jayman38

      shipyard dock to center of dimensions.

      I do a lot of pre-planning, so this works fine for me (and is basically how shipyards worked anyway). However, many builders don't really have a plan for their ship when they start, so the core could easily be at one end of a long ship. (Examples: A bridge pod at the rear of a cruiser, or a...
    16. jayman38

      Medium Sized Star Destroyer ?

      This Mini Star Destroyer is 234 meters in length. Maybe you can make something out of it. This Victory class might be workable. At first glance, it looks like the Victory class is about 400 m long, give or take 100. Edit: I found an Imperial Light Cruiser replica at 103 meters.
    17. jayman38

      Control Customization and Joystick Support

      The Accelerator slider is simply another axis that should be fully customize-able, just like the directional axes. There are generally up to 8 axis sliders that should be available at a minimum for any "flight"-type game: yaw, roll, pitch, speed/engine power, flaps, visual/VR yaw, visual/VR...
    18. jayman38

      Block replacer logic block

      Maybe there could be server-configurable settings to enforce "by-type" replacement, so that only "like" blocks are eligible to be replaced. (E.g. Hull to Hull, Standard to Standard, Advanced to Advanced, metal mesh to biological plant, weapon to weapon, etc. I am imagining a long list of...
    19. jayman38

      Suggestion on repair mechanics in general

      It makes logical sense that a tech-beam system that replaces blocks would use a blueprint to understand what blocks are placed when there is an empty space in a given voxel. After all, if we were to make a computerized repair robot in real life, we would not rely on some AI algorithm to "figure...
    20. jayman38

      A way to REDUCE the amount of blocks placed

      Also, there is no official modding API, with the existing LUA functions under-documented and limited to NPC interactions, the last I heard. In short, I think you would have to release a hacked game java thing (bean?) with the necessary logic. A modding API is low on the to-do list, which means...