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    1. Mork2

      Has Armor been Buffed?

      Effects on EHP Just the throw some number out for comparison. Advanced armour normally has 1000EHP. When you hit it half the damage goes to the the Armour Hit Points (AHP) of the ship giving it effectively 2000EHP while the AHP is still remaining. With 25% peirce resistance the it goes from...
    2. Mork2

      Approx 9 million power generation in approx 70,200 cubes

      I admit I never actually tested the actual efficiency. I just took it from this post. But for the purposes of shield recharge even if it was 100% the regen penalty for under combat makes it more viable to just have shield rechargers on the main ship. But keeping an ally alive is much more...
    3. Mork2

      Miniature Detector Pack [Obselete] - Startup False Detect Fix

      When the detector is first turned on wirelessly there is a false detection briefly until the rail starts cycling. I found this when retrofitting this new unit into where my old large style detectors were and began logic testing. To fix this I had to add in a row of blocks on the rear side to...
    4. Mork2

      Broken Warheads

      A lot of the designs I see use a beam/cannon/push setup to apply constant thrust while its lined up. I haven't tested this idea but couldn't you use a beam/pulse/push. Massive push and if I'm reading it right it fires 5 x 1 second pulses in a row as well so in theory you could release a...
    5. Mork2

      Approx 9 million power generation in approx 70,200 cubes

      I think shield recharge modules with shield transfer beam's is not useful is because the shield rechargers on the mothership is more effective. While under fire the main ship only regenerates at 5-10% normal level I assume the worst 5% which is when your almost fully recharged. Now while a...
    6. Mork2

      Smallest Possible Enemy Detector?

      Okay had some time today and I needed to reduce the size of the detectors I already had so I could get some unplanned passageways around them. 5L, 4W, 6H including all the required rotation room. http://starmadedock.net/content/miniature-detector-pack.3480/
    7. Mork2

      Miniature Detector Pack [Obselete] V1.2

      [Logic loop error has killed this system] As requested smaller detectors. Pack of 5 of them from left to right Enemy Detector 1.6x sector range (great for firing swarmers) Enemy Detector 3.2x sector range Missile Detector 3.2x sector range Missile Detector 1.6x sector range Astronaut Detector...
    8. Mork2

      Tank VS Mech

      Well for the purposes of effectiveness in starmade mechs aren't to bad probably due to boxdims. Also high accelerations aren't really required when your trying to hug the ground and not bounce, trip, collide etc.... You do have the you are taller harder to hide problem. But the planet plates...
    9. Mork2

      Approx 9 million power generation in approx 70,200 cubes

      I did some testing of docked shield modules with shield transfer beams. Unfortunately the shield module shield regen is nerfed as under combat either because the mothership is being hit or you are firing the shield transfer beam besides for it to be useful it would have to work under both...
    10. Mork2

      Smallest Possible Enemy Detector?

      It is possible to make them smaller. Its just the collision and possible jitter issues that results in them being larger than the minimum possible so they have a smaller chance of failing. I went with 3 single axis turrets though you could go to 2. If one fails to move in time or gets bugged...
    11. Mork2

      Anyone else having issues with turrets not tilting?

      If the onboard power runs out the generators on that part go into power drain. Even though they just pick up the extra energy from the station. When in the turret the power storage you see includes the power storage from all the entities up the chain. The items up the chain will only go into...
    12. Mork2

      Anyone else having issues with turrets not tilting?

      Just encase. There should be two sections to the turret. The first rotating section connected to the station/stop via turret axis rotator usually for example the horizontal rotator. Then there should be the barrel part with the bobby AI, it should be connected to the first rotation section...
    13. Mork2

      Approx 9 million power generation in approx 70,200 cubes

      I don't bother with the cannon slaves on the power supply beams. Two alternating power supply beams with 2.5 seconds apart. I need more power storage need a little over the 0.5second power requirement, but I'm firing a beam every 0.5 seconds instead of every 0.1 might reduce lag slightly. Also...
    14. Mork2

      Approx 9 million power generation in approx 70,200 cubes

      I guess I'll have to do some testing. A shield module docked to a main ship and supplying shields. A logic activated weapon on the main ship firing at a target to simulate shooting at something. Will test the mothership is under combat for primary shield regen then. Use a test ship to test that...
    15. Mork2

      Approx 9 million power generation in approx 70,200 cubes

      If I remember correctly using a shield supply beam both makes the supplier and the target to be considered in combat with reduced shield regen. Between that and the whole greater than 50% shields will protect docked entities further down the chain. I haven't figured out a way to make them...
    16. Mork2

      Reducing Lag on rails that move things periodically.

      Figured out the logic. This only works for a rail system with a single switch that goes toggles like forward and backward. Its independent from the logic shifting the rails so this should be available as an add-on. You can switch directions in the middle and it will still work. Requires an...
    17. Mork2

      My Capital

      At one point due to lag between turrets and power cores I stopped building my titan. Between the last couple updates and designing some room around my power cores and rail speed controllers set to zero, my CPU usage has come down from 60% to 40-48% and I have over 84 power cores plus quite a few...
    18. Mork2

      A couple questions

      1. Ship armour can be repaired at a shop. I don't think the astrotech beam fixes that as its the ships armour HP not block HP. 2. rotation tutorial. Easier than explaining.
    19. Mork2

      Approx 9 million power generation in approx 70,200 cubes

      There is a couple of tricks to it though as it generates some lag plus some other issues. One when something is rotating and firing a beam the beam stays where it was when it fired and the rotating object just continues you moving. This can even if aimed a centre point your rotating around may...
    20. Mork2

      Reducing Lag on rails that move things periodically.

      Okay there are now quite a few posts pointing out that you can use a speed controller linked to one off actuator block and also linked to all the single block docking rails to turn off movement checks and reduce lag. This works cause the rail even if just one block is still checks to see if the...