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    1. Panpiper

      Marauder 1.03

      Just under 4000 blocks, this is meant to be used as a pirate for those who prefer that pirates be an actual challenge. This ship is hard to see, wickedly fast, and tears through a ten block deep advanced armor target like it was butter. Worse, the standard 'spam swarmers' routine will be...
    2. Panpiper

      Best Reactor Type.

      I keep seeing players actually using these small square reactors people talk about. The mere fact people talk about them in threads like this make newcomers think that using these tiny cube reactors is a good idea, or a good way to get power. Just a few hours ago, I saw someone who obviously...
    3. Panpiper

      Shipyard Moments ._.

      I've made all sorts of mistakes like that, and started threads as a result. You are not alone.
    4. Panpiper

      Collision Damage Exploiting Ships?

      Collisions can create insane lag. Even if the concept may be combat viable and even if some servers have collision damage activated, I 'strongly' advise you to not build a ship intended to collide. Likely those servers that have instituted collision damage have done so to create a 'dis'incentive...
    5. Panpiper

      Have you bought Starmade?

      Paypal funded with direct deposit.
    6. Panpiper

      Have you bought Starmade?

      It is so ridiculously inexpensive with regard to the game play it 'already' offers, I don't understand how anyone would 'not' pay for it. I can only imagine how much more valuable it will be as it evolves. I've bought it twice, so far.
    7. Panpiper

      Help with calculating jump system

      You are a scholar and a gentleman Sir. When I ran my very informal test, I was eyeballing the results very subjectively, not with a stop watch. I found the time to charge with one jump module to be 'very long'. I found the time to charge with 25K modules to also be 'very long'. Being told now...
    8. Panpiper

      Help with calculating jump system

      The ship's turrets mass almost exactly 30K mass (that's 300K blocks that work out to almost 30K mass). It has four docked reactors totaling 3700 mass and the ship itself currently sits at 31,885 mass, for a combined total of 65585 mass. However the ship's interior is still being filled and when...
    9. Panpiper

      Help with calculating jump system

      I am having a hard time grasping the concept of jump systems and how much I need on my ship in order to get good results. I do know that having 5% of the blocks of your ship in jump modules results in a very fast to charge jump system that takes you a long way, in a small ship. The key word...
    10. Panpiper

      Turret Tribulations

      What I have discovered with these recent 'turret tribulations' is that every instance of the issues I have had have been the result of me either building the turret wrong, or failing to appreciate just how much power weapons these days currently draw. The Wiki is horribly out of date in this...
    11. Panpiper

      Building the most effective point defense

      Yet another version of Vilab's PD idea. This time I included the tiniest beam/cannon just so as to get pretty beams showing me where they are firing (maybe). More importantly there is no projection from the rotating ball itself that would impede it rotating 360 degrees on all axes. So this is a...
    12. Panpiper

      Building the most effective point defense

      New declination with cleaned up bezeling. The red light block prevents the barrels from getting so low that they would otherwise get stuck on something and fail to be able to traverse.
    13. Panpiper

      Building the most effective point defense

      I just tested it using a block to prevent declination. It does work, mostly. It will still every once in a while hang the tracking, but for the most part I can manually swivel while forcing the maximum declination that I have permitted. What is odd to me is that the declination that has to be...
    14. Panpiper

      Building the most effective point defense

      Hmm... Does this mean that a turret that never collides with anything at all, 360 degrees on all axes, will still cause lag because it is checking for collisions anyway? Will it at least cause less lag? I have a gun turret that has great fields of fire and can track a 240 degree dome above it...
    15. Panpiper

      Turret Tribulations

      And so it begins...
    16. Panpiper

      Building the most effective point defense

      Well of course 'your' turrets Drakkart would be pretty. ;) Here's a smaller variant (foreground) of the turret idea Vilab suggested. Half the blocks of the previous and fits exactly within my block budget. Exactly the same 'firepower'; the standard cannon/cannon weapon and four 'long shots'...
    17. Panpiper

      Building the most effective point defense

      I found your idea to be very interesting. It probably wouldn't be much more effective at close range than standard PD, but versus long range threats, which missiles most certainly 'could' be, it would get several shots in before a regular PD would ever have a chance. So I built your idea, just...
    18. Panpiper

      Building the most effective point defense

      Point Defense, or 'anti-missile turrets' is a fairly simple affair on it's face. Two cannon blocks, married one each to two, linked cannon computers, mounted with a bobby AI and a rail docker. Build a base with it's own rail docker on the bottom and an appropriately oriented rail turret axis a...
    19. Panpiper

      Way to increase FPS?

      Until fairly recently, I was running a system that had a Geforce 210 in it for graphics, which is not muc better than having no graphics card. I was however able to play many games, including Starmade. Admittedly there were some situations where I was going to have serious FPS problems, and I...
    20. Panpiper

      Fix missiles so they are actually useful.

      I have had a few teething pains as I adjusted my understanding of the game while trying to use missile/beam weapons. I have it nailed down now finally and have my turrets working properly. My ship will now salvo fire no less than 24 * 200missile/200beam sniper missiles fired from turrets. They...