I made a thing.
It calculates how long it takes to charge your ship's Jump Drive based on it's current power storage, regen and passive drain, then spits out a number and a letter based on those numbers and my sleep-deprived mathematics.
http://jumpdrive.x10.mx/
'Why would I need this?', you...
I say leave the old infinireactors in, but cut their power cap to 50-100k or so, and/or add solar panels that provide an energy boost in/near star systems.
This will let small ships operate just fine, making it easier on nubbies, nobody has to worry about refueling tiny, disposable ships, and...
I got bored, mixed the default SM jump sound with somethings I found on FS, timed them to fit with the warp tunnel effect and then used AHK to make it sound while I jumped around ^^
2-3 configurable 'presets' for nav filters, selectable using the keyboard, so you can quickly change what is or isn't cluttering up your HUD as your situation changes.
Medium fighter intended for close combat.
Includes automatic shield-drain, small overdrive and ion system.
Each of the turret-wings has it's own backup power source and shield generator.
Folds up for landing and storage.
Tiny, speedy, inexpensive passenger shuttle designed for planetary landings.
Equipped with a planetary-gravity canceler and overdrive.
Don't expect it's shields to protect you from anything more than small-arms fire, however.
Seats five, plus pilot.
Small turrets should be able to rotate faster, to hit missiles and small ships, while big, titan-turrets should be slow.
This is especially important since turrets don't aim as far off as they used to.
Right now, you connect blocks to a rotator to make it rotate in 45 degree increments. ( 45, 90, 135 , 180 ,225 , 270, 315, or 360.)
I propose we instead do 15 degree increments - 15, 30, 45, etc., to allow for more variety.
Block that makes it harder to lose your faction's own ships.
Placed on a ship and used, it'd be entered into your faction as one (of a limited number) of the ships you're tracking.
Any faction member can then click on the tracked ship in the menu to find it's last known sector on their map...
Keybind that toggles a 'safety' mode; In 'safe mode' all weapon computers that are on your ship or attached via rail will be unable to fire regardless of input. Pressing it again puts it back to normal.
Make it so that the cloak power-per-block usage starts small (say, 25-50 per block) and increases to it's current value as the ship's total mass increases, reaching it's current value after ship mass hits a certain threshold (say, 10-25 mass).
This would let very small ships cloak and also not...
Put an activator with true next to a gravity module = will only add gravity to players
Put an activator with false next to a gravity module = will only remove gravity from players
No activator next to gravity module = current behavior
This would let you have more control over the gravity...
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