The shared mass enhancers on the main ship didn't seem to work.
I tried the main ship mass enhancers mass limit over 14k mass and the 5k mass turret was only rotating at 1 block rotation 25 blocks away from centre axis per more than 10 seconds.
Power was fine there was 1.2mil power draw mostly...
I have been building a large ship with many large rail docked entities and even though I had 4 times the mass limit of the turret in mass enhancers it was still taking around 10 minutes to rotate 180 degrees. There is at that point a pile of single rail basic docked entities which don't move...
My current single player game where I'm building the scanner links show around 6 rows to the right and a couple down from where the actual blocks are. Some links between logic near my core headed forwards or backwards is also linking to the right and down a bit. But the logic is still...
Modular Engine with rapid pulse push effect, Layout out in an array
And been working on the hull a bit
Trap logic required all traps armed when in core room. Safety switch only disabled core room weapon.
7/05/2015
Fixed turret rotation issues.
You need mass enhancers for the vertical...
Works fine for me but its rotating very slowly speeds up with rail mass enhancers on the main body from the numbers currently to get maximum speed you need ( turret mass - 50) /3.5 = rail mass enhancers. There is a bug with mass enhancers which might mean you need more at the moment. I'm going...
Since each shield only protects an entity or docked entities while over 50% it will only protect the plate the shield is on.
So someone could punch though the other planet section and blow up the planet resulting in your plate with shields floating in space.
In theory you could build a...
There is a logic block called "Inner ship remote" which if on the same entity as the ship core your in can show up as a hotbar button. You can name the block so it shows up named as that on the hotbar. You can then link this logic to wireless connections to control other entities.
Each of the...
Okay figured it out I think.
The barrel that elevates its ship core is sideways. As in rotated left around the Z-Axis. It should be orientated the same way as the turret horizontal rotation ship core. They should both be setup so that up is up for both the horizontal and vertical rotation...
I install something close that I put on my capital ships.
Its a trigger area so that any time you walk in or out of the core it will trigger off briefly then go on. It has to turn off can't just say in the on position as you can leave logic in the on position and it won't activate controllers...
True but you can only send one active/inactive signal with any logic including the interior remote. You have currently charge jump drive and activate jump. That's two separate actions you have to control and you have one on/off switch with logic so you can only control one of those two things...
If you had transfer system between entities you could have a salvager on rails/rotating linked to storage then have a docked sorter module that could sort it into various storage plexes. Building sorters from scratch is painful it would be easier if you had this transfer system as you could...
Only problem with logic control is that a computer controlled by logic loses its core link to it and then you can't place it on the hotbar which means you can't actually activate jump with right click with the current computer/logic setup.
But yes I would like it to keep charging after clicking...
The AI is set to engage targets set forward direction that the ship core is facing. But as long as you have it pointing in the right direction towards the front of the turret it will engage in front. Only thing is the angle it can engage targets from straight in front is like 5-10degrees or so...
You can make a buried vertical launch missile system using lock on missiles controlled by bobby AI.
Just the AI will target towards the front of the ship core and the missiles will start there flight in the direction of the computer. So I quickly made a stationary pirate target and made a 1...
My advice for the repair is blueprint ship before heading out. Salvage/reclaim all blocks off ship and add missing to replacement blueprint to rebuild it. There was talk about eventually being able to repair a ship to a saved blueprint....
With the new rails my ship designs are being far more...
It will suffer from the same issues that fixed weapons have which is it has a very small arc of fire no where near what a player can use so unless you line up pretty much on the same plane as the target the 1 axis turrets won't engage.
[logic loop error has killed the logic]
I saw the previous entries about enemy detectors and thought I would make one I can understand and modify.
Will only detect neutral ship/station if faction setting is set to neutrals are enemies.
Length 11m
Height 9m
Width 21m
Inside box with a opening...
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