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    1. Dr. Whammy

      Interior porn

      Screen shot of the hangar bay in my new command ship. The ship is "functionally" complete but I need to finish the armor and hull. I have entirely too many drop-ships and fighters in here. ...or perhaps not enough. ;)
    2. Dr. Whammy

      The turret thread

      Experimental ship mounted missile launcher: Fires a salvo of 4 guided missiles in a forward arc with some vertical aim capability. Deals over 800,000 damage per round with a quick rate of fire; good for sustained bombardment. Effective against armor and devastating against exposed systems...
    3. Dr. Whammy

      Fighter Porn

      Not quite. Some may be close but I didn't look up the dimensional specs. I was trying to keep them within a certain size limit so I can put them in my standardized hanger bays. I know the A-Wing is actually way oversized; as the real one isn't much bigger than a sports car.
    4. Dr. Whammy

      Fighter Porn

      Fighter building intensifies!!! Rebel StarFighters: A-Wing, X-Wing and Y-Wing Imperial TIE fighter and interceptor The GunStar from The Last Starfighter. Death Blossom sold separately. ;)
    5. Dr. Whammy

      Disposable Fighter/Drone Production (aka Hangars instead of Shipyards)

      Now that we can spawn in a docked entity from a blueprint, directly on to a rail, do you think auto-stocking hanger bays are still needed? I've been testing out a new transport/cruiser with enough space for 9 active fighters and up to 5 more in reserve. In just a few minutes, I can spawn in...
    6. Dr. Whammy

      Fighter Porn

      My complete power 2.0 fighter lineup so far. All ships adhere to a strict size limit of 15x15x9 meters so they can fit in my carriers and transports. SF-37. You already know my basic fighter: Its weapons and equipment varies by mission but this little guy hits much harder than...
    7. Dr. Whammy

      Cargo Pod Opinions

      That's a sharp eye you have there. I borrowed very heavily from these drop-ships and the Cheyenne drop-ship from Aliens. Now I need to make one that can fit my power armor and still fit in the main ship's docking bays.
    8. Dr. Whammy

      Cargo Pod Opinions

      While I actually like cargo pods, I must admit they don't serve as much of a purpose as they used to, due to load/unload rails. So I've decided to try something a 'little' different. This is a new drop-ship designed for use with a multi-purpose transport/cruiser I'm building. The idea is to...
    9. Dr. Whammy

      Beam / Beam penalty mechanic.

      Das Omen! Looks nice. In your experience, is 2-4 blocks of adv. armor is enough to stop most incoming fire? I find armor to be an appealing choice but I'm not a fan of the loss of mobility that comes with it. I also find that most decent missiles will strip through between 2-5 layers of...
    10. Dr. Whammy

      Beam / Beam penalty mechanic.

      Mind if I ask how thick you stack your armor? Also; what's 100KS? I'm not familiar with that acronym.
    11. Dr. Whammy

      Beam / Beam penalty mechanic.

      My experiences with Beam/Beam: - I like the armor/block penetration. Given enough size, this thing cuts through armor like paper. - It sacrifices AOE/acid damage effect for penetration; somewhat limiting its effectiveness against systems. - It got substantially worse anti-shield performance...
    12. Dr. Whammy

      AI Turrets stop firing at selected target

      Hi Everyone, I've been experimenting with a few offensive turrets and I've noticed that the turrets seem to 'lose interest' in their target and stop firing. Here is the sequence of events I've been observing. 1) I build turret and set AI to "Turret" and "selected target". Remote control is...
    13. Dr. Whammy

      How much does turrets effect client performance?

      You apparently took it the wrong way. Any "restrictions" you perceive with regard to turrets are not intentional. They are a limitation of the game's programing at its current state; nothing more. Bottom line: This game - in its current state - is not able to properly handle large...
    14. Dr. Whammy

      How much does turrets effect client performance?

      Some people love their capitals. Anything that implies that bigger is not better (with regard to game play/performance) tends to upset/disappoint capital fans.
    15. Dr. Whammy

      How much does turrets effect client performance?

      Tell that to this guy... 20 turrets, 100 torpedoes. 143 entities total. 100 meters long. This thing is 100% Absolutely guaranteed to lag everyone on your server into quadruple digit ping or higher. Optimized or not, SM doesn't like a lot of overlapping bounding boxes.
    16. Dr. Whammy

      New Planet Speculation Thread

      No. "I" created the Earth... ;) You're welcome.
    17. Dr. Whammy

      StarMade v0.201.337 LOD Blocks, Rule System, Balance, Fixes

      This is a nice Christmas present. I can't wait to see what you come up with in 2019. :erf: ------:ufo: :moon2: :mars: :jupiter: :itsaplanetdamnnit: :stars::crux: :orion::canismajor: :sun: :orion::crux::stars::orion::bigdipper::crux: .....Annnd you fixed the missiles Whoopie...
    18. Dr. Whammy

      How much does turrets effect client performance?

      Your concern is well justified. StarMade HATES large numbers of overlapping collision check boxes and I have the blueprint catalogue to prove it. For example, the ship in my avatar used to be my primary AI fleet defense ship; mounting between 8 and 20 turrets depending on "model refinement"...
    19. Dr. Whammy

      Unknown Computer shutdown while playing StarMade

      If SmilingDemon is correct, a can or two of compressed air could help get rid of dust if you can't disassemble the unit. Spray the vents on bottom and the sides of the laptop. Be sure to keep the can upright so you don't get any of that mist into the computer.
    20. Dr. Whammy

      Ship anchoring for boarding

      This isn't an instanced sector thread. It's a ship boarding thread. Also, Schine already stated that they aren't going to do instanced sectors.