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    1. Mork2

      Turret "sight"

      The bobby AI will attempt to rotate the weapon on available turret axis's to put a target within a couple of degrees of the front direction of the turret part with the bobby AI. If it doesn't manage to line up on the target it won't fire. It doesn't require line of sight to fire. As long as...
    2. Mork2

      conventonal weapon idea

      Cannons or you could call them mass drivers are already in game. Anything that fires a bullet in atmosphere will fly okay in space. But did you mean a cannon specifically for planetary combat that is effected by planetary gravity and maybe slowed down by atmosphere? So you can have cannons...
    3. Mork2

      Are custom playermodels possible?

      There are skins available in the community content section. There should be some install instructions somewhere about where you put the files.
    4. Mork2

      Point Defense Test

      A couple tricks for you. If you have a PD turret with CC and CB the turret will rotate to engage while the outside of CC range but within CB range. While the CB is in range the CC should also be firing even though its out or range, the bobby AI holds the trigger down for all weapons when one...
    5. Mork2

      Decoy Missiles?

      Using swarms as decoys does have some issues. Full 100% slave swarmers have the lowest velocity of all missiles. Any other missiles fired at the same time will race ahead of them. You also want your swarming decoys to not fly at the targets in the same bearing as the actual missiles if...
    6. Mork2

      Bug Docked entities Data maufunction

      Not sure about the missing section. I think I've read about it happening somewhere but I though they fixed that already. What does happen is the logic sometimes breaks on the docked reactors. It happens more often when you have many of them (I have a total of 80+ so every time I log in some...
    7. Mork2

      Is this really working as intended?

      Okay can save you a bit of time here. To many computers controlled by one AI creates lag like having an AI for every computer... Mass numbers of both are bad for lag. To much lag and by the time the turret rotates to aim the missile is slightly to the side and it needs to reaim before it can...
    8. Mork2

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

      Well at the moment the dock shield transfers if it is in operation it to is suffering the under fire penalty. I have tested this bit. While the main ship is under fire and the shield transfer module is transferring shields both it and the main ship is considered under fire for both of their...
    9. Mork2

      Is this really working as intended?

      Starting to run out of things it could be. Is it possible for you to sment the entire station and link it here for testing?
    10. Mork2

      Is this really working as intended?

      Gotta ask just encase. Are those turrets docked to a station that has a warp gate from the video? And if so do you have enough power to fire all the turrets and run the gate at the same time?
    11. Mork2

      Is this really working as intended?

      It refusing to fire is the reason why I've shifted back to single bobby AIs, sometimes it does but sometimes it doesn't. As far as I can tell it seems to be lag related but I'm not sure. Have you tried single AI bobby AMS turrets, If it still doesn't work link a sment of the turret design and...
    12. Mork2

      Gravity Detection?

      There is a design trick. Gravity activated on a different docked object doesn't reset the gravity of the main ship just transfers the gravity to the new object if there both set in the same direction. So I use this difference to keep gravity on as I move around the ship. For instance to...
    13. Mork2

      Is this really working as intended?

      With multi bobby AIs in one turret you have to set then up carefully. 1. One AI should be set to turret all the others should be fixed docked AIs onto that turret and they should be set to ship. Otherwise they fight for control over which way to move. The idea is that the turret AI controls...
    14. Mork2

      Bug "Cannot connect module to current structure" Logic bug

      I think sometimes I've had large masses of complicated logic corrupt a sector somehow. While I've observed it a while back hopefully its been fixed but it was so random I couldn't really pin point what created it. Weird logic pipes appearing in the middle of no where half a sector away. It...
    15. Mork2

      Bug "Cannot connect module to current structure" Logic bug

      Just encase is any of the logic connections outside of the copy area? It might have an issue with copying due to large amounts of links into and out of the copy area. Also as a work around it might be possible to paste that section into its own ship and dock it to the main one and use wireless...
    16. Mork2

      Approx 9 million power generation in approx 70,200 cubes

      I didn't include the total shield numbers cause I was trying to point out how insane the shield regen could get. The titan WIP build I'm still working on is still under 400k mass, as said the current regen is 1.2mil /sec before combat nerf, with 60% ion effect. But as noted the shield module...
    17. Mork2

      Approx 9 million power generation in approx 70,200 cubes

      We did check the shield rechargers on a docked module does suffer the combat penalty while firing a shield supply beam at the main ship which is under fire. If it didn't work that way you would see a lot of people making docked shield modules to get insane continuous recharge on shields. For...
    18. Mork2

      Has Armor been Buffed?

      While were getting away from the original post the variations in how armour work effect what is effective in dealing with that armour. Well you either end up wasting energy by firing large weapons that aren't effective for their power at wiping out large numbers of blocks or you end up using a...
    19. Mork2

      Miniature Detector Pack [Obselete] - Increase in reliability and less chance of getting bugged

      Slight changes to the detection rail increases chances of detection for targets in the front and decreases chance of getting stuck and causing logic failure. Building these things isn't an exact science. Only by testing a lot of collisions can you and find out new ways for rails to stuff up...
    20. Mork2

      Approx 9 million power generation in approx 70,200 cubes

      I don't think I'm explaining myself properly. I don't doubt the shield transfer speed your testing or the efficiency. What I mean is that the while transfer isn't nerfed the actual regen from the shield recharges on the shield module that is doing the transfer is counted as under combat same...