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    1. Panpiper

      A small PD turret

      Yes, a single module each of cannon/cannon is still the standard for point defense. There are other things you can do, but they tend to be less effective than a single cannon/cannon. Doing those other things (like a cannon/missile for dumbfire saturation or cannon/beam for range are useful when...
    2. Panpiper

      Can the devs give us an official ruling on PS transfer

      The theory be damned ;), in practice docked power supplies do not deliver anywhere near that level of power. The best docked reactors I have ever seen generate in the vicinity of 1400 power per mass when actually being tested for power generated over two minutes into an empty battery. It takes...
    3. Panpiper

      Can the devs give us an official ruling on PS transfer

      Er... I've got a 2.5 million block ship that can maintain a jam, but there is absolutely no way you could get a ship that size to permacloak, let alone do so and still have any sort of serious weapon on it.
    4. Panpiper

      Can the devs give us an official ruling on PS transfer

      The Buccaneer. The only thing that 'might' prevent victory being a one shot kill to whomever fired first would be if the 16 point defense turrets managed to shoot down a few of the heavy warheads, despite them being fired concurrent with 40 decoy missiles. The Outlaw comes close to the same...
    5. Panpiper

      Can the devs give us an official ruling on PS transfer

      The thing that irks me the most ("irk" is far too tame a word for how I really feel about this), is that this nerfing of shield regen in combat is effectively concealed from players. I have spent the last year thinking that the listed amount of shield regeneration, 5.5 per module, was in fact...
    6. Panpiper

      Rotating "Hull" Turret Design (Need some help)

      It's very probably because your two swiveling guns each have a bobby AI and they are warring with one another over who controls their mutual base. I would suggest making each of those swiveling guns a regular turret, each with their own base and barrel. That way they won't be warring with one...
    7. Panpiper

      A small PD turret

      Do not try to fix the turret. Start over. Create a ship's core, label it 'base', and hit C to orient it to the galactic plane. Put a light block or something in front of it so you know which is the front. Check that it is in fact the front. Check again. Move a bit upwards and create another...
    8. Panpiper

      Greifing or Legitimate Strategy?

      What if you had pulse weapon 'turrets' set to target 'any', as in neutrals as well? (The short range would prevent most people from ever being inconvenienced.) Sadly of course, that is not possible now, but it might be at least a stop gap way to program a counter to torpedoes, if getting AIs to...
    9. Panpiper

      Gravity Slingshot for rapid astronaut movement?

      Thank you. This is exactly what I need. Sadly the system is broken, I suspect because the range of gravity generators has changed (I surmise) since this demo was built. Also sadly, there is no explanation as to what the logic circuitry is doing, or even what it is there for. I probably will do...
    10. Panpiper

      Gravity Slingshot for rapid astronaut movement?

      I want to nestle my CNC/Bridge deep within the bowels of my ship where among other things I will have my ship core. However I also want to be able to quickly enter my ship's core from outside the ship and exit my ship from the core. Manually walking/floating that distance every time will rapidly...
    11. Panpiper

      Shield regeneration versus armor hitpoints

      Given that in combat, shield regeneration (apparently) is nerfed to 10% of what most people think they will be getting, it is almost worthless to have shield regenerators on a ship except for bringing shields back to full, 'outside' of combat. (The exception would be if you expect to spend many...
    12. Panpiper

      Greifing or Legitimate Strategy?

      So social interaction, helping and being helped by other people to prosper in the game, are not reasons to be online?
    13. Panpiper

      Read by Schine Salvage beams harvest loot clouds?

      That's a good idea. I might steal that. ;-)
    14. Panpiper

      Read by Schine Salvage beams harvest loot clouds?

      As Edymnion suggests, the cannons are unnecessary. The only reason to marry cannons to salvage beams is so that you can have a single continuous beam salvage array instead of two of them that alternate. The single array with cannon will weigh exactly as much as two salvage arrays without...
    15. Panpiper

      Decoy Missiles?

      I run swarmers (heat seekers) from a logic clock. Swarmers will acquire a target after launch. Missile/beams as far as I know have to be deliberately targeted (fired from a Bobby AI counts as targetting). If they are fired from a clock, they will dumb fire. I have always understood that all...
    16. Panpiper

      Decoy Missiles?

      For turret or AI ship fire, I will typically have six or eight big, powerful, energy intensive missiles each with their own computer so as to minimize their energy cost. I will then have another couple of computers that each have ~20-30 two module missiles whose only real purpose is to be...
    17. Panpiper

      What happened to the PvP scene?

      Buccaneer: 1000 mass, 1000,000 damage Wouldn't be hard to scale up. A dozen faction members flying small, disposable ships could easily ruin a titan's day.
    18. Panpiper

      am i blind or?.....Is the under fire shield recharge gone?

      I really don't understand this line of thinking. You are still carrying the weight of the capacitors, etc.. Why not just put the capacitors on the ship proper and have those shields present already without all the acrobatics?
    19. Panpiper

      How to properly build a docking shield module.

      All of my ships have had what I thought at the time were powerful shields with powerful regen (for their size), and the armament of the ship was more than capable of reducing it's own shields. My current fly around ship has 17 million shields with full ion effect and what I thought was 900K...
    20. Panpiper

      How to properly build a docking shield module.

      No, apparently I cannot. I was completely oblivious to this absolute nerf of shield regen and have been building ships on the assumption that the listed 5.5 shield points per second per module is the shield regen one actually got. (Shield regeneration 'outside' of combat is almost completely...