Any chance you can keep a spot open for me? My current faction (Khanid Domain) appears to be falling apart due to lack of communication between its leaders and it would be nice to be able to have somewhere to go if the whole thing collapses.
That would create a partial disconnect between planet and space game-play which is something the dev-team absolutely won't do. Schema wants his creation to be seamless.
I can do a quick check to confirm whether or not stars have any kind of hittable block,visible or not.
Edit: Ok stars don't have any blocks to hit, in fact they're not even entities rather they are a property of the sector itself.
The lag is caused by the collision system, when two entities have overlapping box-dims the game starts running collision checks to see if they collide. This will most likely be altered in the future to omit unnecessary collision checks between ships and the entity they are docked too (not...
Ok so now that I have someone confirmation that armor can replace shields if you're willing to put up with the downsides I have another question. How much armor do I need? for example how many layers is equivalent in usefulness to 1 mil of shielding?
So using 200x50x50 box dimensions as an example it would take 43808 advanced hull blocks (~11k mass) to cover it completely with each block providing 2500 EHP. Ignoring the fact that more layers take more blocks how many layers would it take for the ship to be viable without shields?
Many versions ago I built a ship that couldn't have been more than 15 blocks in length and sat in a stations blind spot until one of its turrets was dead, I then used this new, larger, blind spot to kill the rest of the turrets and take the station.
If you drill deep into a planet you just find a large non voxel/block core which can be destroyed to blow up the planet if you have a big enough weapon. Overall asteroids are currently far better for getting resources.
Power capacitors increase you're ships max energy storage (50,000 by...
How did you get around the issues with wireless logic bugging out under heavy use? I tried a project like this once and found myself hit by an insurmountable wall of logic derp.
Because tunneling, game physics are not IRL physics; when an object moves it doesn't really 'move' rather it jumps or teleports in small increments. A ship moving at 5ms is teleporting 5 increments along the games coordinate grid every game-step. A ship moving 50000ms is teleporting 50000...
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