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    1. Mork2

      Approx 9 million power generation in approx 70,200 cubes

      Docked generator/power cores/modules. There is a bunch of forum posts about them. What you have there put use a power supply beam on the docked modules aiming at the mothership. It wastes some power but transfers power back and is 4 to 5 times more efficient than 25e/sec/block. The power...
    2. Mork2

      Missile+Beam range

      That difference is why my missile/missile combos have 0% slaves so that it will target like swarmers but not suffer from the reduced speed that a full 100% slave swarmer has. In theory if you manage to get to full reverse speed with no overdrive you should be able to outrun the 100% slave...
    3. Mork2

      Missile+Beam range

      Basic missile 0% beam slave 1.98 x server speed limit 1.6 x server sector size for range ROF 1/15 seconds As you get closer to 100% beam slave the stats get closer to 2.98 x server speed limit 3.2 x server sector size for range ROF 1/45 seconds
    4. Mork2

      Minimum weapon damage

      Not likely to be the end of capital ships. If you can remotely send drones swarms somewhere to attack you could send a bunch to keep attacking a non-homebase station with no threat to yourself. Have a few people doing this and you have a lag on a server since more sectors would have to be...
    5. Mork2

      Minimum weapon damage

      Some ways around that is warhead block push propelled torpedoes but it depends on the settings.
    6. Mork2

      What do you consider a balanced ship

      Depends on the intent of your design. A high performance ship build functions then decorate around. A good looking ship build the hull then plan out the systems to fit around it. For either way plan the general layout before hand.
    7. Mork2

      Scanners and Jump Inhibitors on Stations.

      I'm not sure about stations but for using logic to switch jump inhibitors turning them on works turning them off doesn't. There is a bug report on it in the bug tracker.
    8. Mork2

      Advanced Floating Eye AMS Turret - Added Foward Camera for flying

      Updated to include forward camera so you can fly to the turret dock.
    9. Mork2

      Has power generation changed?

      At a guess to many groups. If each extra power reactor is not side by side each one will count as a separate group. Having to many groups like hundreds of thousands might cause issues at a guess.
    10. Mork2

      Advanced Floating Eye AMS Turret V1.1

      Another advanced anti-missile turret. Floating one this time though not pretty. Looks very boring but you can redecorate the outside if you want. Mine are black so they are for players to see and aim at. It is designed to be setup floating outside the hull like a drone keeping station on a...
    11. Mork2

      Has power generation changed?

      Power drain beams generally aren't used instead of power supply beams due to lower efficiency.
    12. Mork2

      Damage scale of warheads and missiles and nuclear weapons

      Yeah my post about battleship armour thickness was out by a bit to say the least. I'll update the previous post. The main armour belts along the waterline to stop torpedoes was 300mm. If I remember right there was usually a couple inch outer plate then an air gap then the main armour belt...
    13. Mork2

      Damage scale of warheads and missiles and nuclear weapons

      Thank you Comr4de. I'm not very good at writing things up and I have a tendency to disjointedly ramble on. But yes its to point out using 1metre armour blocks as a scale in starmade, we are throwing around a lot of weapons that would be considered small to large nuclear level when you consider...
    14. Mork2

      Has power generation changed?

      You can completely enclose it inside the main ship so you can remove the armour. The main ships shields would have to completely go down before anyone could hurt it at that point. To make it easy to access or replace you just need a railed door or a section you can remove. With the new...
    15. Mork2

      PDTs Shooting Down My Own Missiles - Thought They Fixed This?

      Other than random enemy shots hitting the missiles its also possible your own cannons are hitting the missiles. There is a config setting somewhere that allows your own cannons to hit your own missiles. Usually by default this is on.
    16. Mork2

      Damage scale of warheads and missiles and nuclear weapons

      I've just been reading a few threads about warheads and making of logic controlled torpedo system. I was thinking of making a extreme range bombardment system for my titan. I've also been reading a lot of comments about small ships using the equivalent of nuclear weapons to blow up titan class...
    17. Mork2

      In-Ship UI Blocks + Streamlined Redesign

      We can currently build very crude systems at the moment. I have a picture from my current titan build the lights are all on for purpose of demonstrating. When the indicator lights are off its harder to see. Left Top Indicator: Hostile detected using detector module when light is on Left...
    18. Mork2

      Testing of Passive effects on docked entites

      Defensive effect do not work on sub entities. They have to have them activated on each on separately for it to effect each object. There is currently a bug which means that logic can't be used to activate effects. Only if you are in control of the object and manually start the effect from the...
    19. Mork2

      Ship Melee: Energy Melee

      I like the idea because of the recent mecha designs and the ability to make a ram. On the other had I think most server administrators would prefer people to not be ramming things from the collision detection lag created.
    20. Mork2

      Has power generation changed?

      A couple of things with docked power modules. There are a couple of bugs effecting them still. T582 docked power module lag. Try to keep a space around the module free to reduce lag produced. That's what I've been told and it does seem to help. T384 do not design your power core using the...