Calculating the center of mass of these space crafts and keeping it updated, from a programming stand-point, would be a pretty trivial computation. It would be just a matter of adding a few more stats(i.e. mass*distance x, mass*distance y, mass*distance z) to the ship to keep a running tally of...
Your math is off, either way you look at your equation. What you have typed: DecoySize = X * NumberOfBlocks^Y. Your example of X=1000, NumberOfBlocks=1000 and Y=0.5 would result in: 1000*(1000^0.5)=31622. Otherwise if you meant (X*NumberOfBlocks)^Y would result in: (1000*1000)^.5=1000.
Actually...
I was referring to buying ships from the catalog. The system is easily abusable and can make all scarcity non-existent.
On a ~850 mass ship using 1000 push modules resulted in very poor speed especially in contrast to 1000 engines.
I have figured out the engine crisis. The engine thrust is no longer proportional to the dimensions, rather only the volume of the blocks that are engines affect thrust (aka linear). Not sure if this is intentional or not.
[Edit]: Shields don't appear to be requiring a proportionately large...
Don't remember what else I had written in the last four days, but something something Laser with missile slaves is confirmed for being broken. I think I also mentioned AMCs being good for piercing shots that go to the core of the ship with a decent fire rate.
^It doesn't use additional energy.
Just tested it out, for AMC at 100% overdrive it deals just over double damage and 100% damage pulse deals 10X damage in a single burst. For laser at 100% overdrive it deals just over 6 times the damage and 100% damage pulse deal 20X the amount of ticks damage...
The UI is also wrong for the laser, it states that 75 damage/tick with a tick of 0.1 equates to 7.5 damage/second which probably has something to do with this outrageous damage. I'd write a report, but its way too late for me right now.
This is simply the nature of combat, using every advantage you have at your disposal. Which is why I brought up the topic that the biggest capital ship is empirically the best and what changes are needed to fix that in the first place.
I tried using the Anti-matter cannon and the damage stayed the same. How would the damage on the laser look different? The only difference is the laser should shoot a longer distance. I'll test that after writing this message.
keptick If the fighters are very determined to try and take down the...
Does anybody actually use lasers as slaves, because they're the only slave system that doesn't increase the dps of the ship. While I can understand wanting longer range (and bullet speed), but if they can't deal sufficient damage to destroy a ship then it really isn't worth it (I understand that...
Since taking out the shields is the most difficult/longest job, the way I see it having a slave is system is strictly a disadvantage because your ship becomes heavier for little to no benefit (I think that missiles plus a single damage pulse actually increases dps, so aside from that). In...
That was it, Java had erroneously installed the 32-bit version instead of the 64-bit one. Now, to make another topic to see if I can't get sound working in StarMade.
Whenever I try to start the game from the StarMade launcher I get the error:
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred Program will exit.
Before you ask, yes I do have the latest version of java and no other versions of java are on my machine. I...
I think that this a logical and effective way to introduce FTL travel. Since these blocks are so powerful, I think that having them only being capable of being made from blue-prints(maybe being an item in the store with 0 stock and never restocked) would be a good idea to make the block...
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