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    1. Panpiper

      What ship design elements contribute the most to lag?

      I suspect one could save a lot of the FPS drop, if one has a great many docked reactors, but not having logic on each reactor to control the power beams. Rather have a single clock on the mothership that sends beam activation signals to the firing computers of each of the docked power reactors...
    2. Panpiper

      New power generator setup? *UPDATED*

      Ok, I did a very precise test. I had the docked power generator docked and firing at a test ship. The test ship had zero power generation of it's own and no battery. Having worked out the precise number of blocks needed, with a stop watch set, I placed 200 million power storage onto the ship. It...
    3. Panpiper

      What ship design elements contribute the most to lag?

      Heh. Of course my intent is to do the opposite, to create a ship that causes the least amount of lag and still does the job of giving pause to griefers and death to pirates. Sadly, high block count is largely unavoidable, but would not contribute more lag to the server than anyone else's large...
    4. Panpiper

      What ship design elements contribute the most to lag?

      Hmm... Does this mean that if no other player is anywhere near by, so that only I am ever seeing my ship do it's thing, that lag on the server by what I do is negligible?
    5. Panpiper

      my 1st and will probably be my last post

      1244 power supply modules in each group. Sitting in flight mode now, it looks like the system is only using around 750K of power. Not sure how I did not notice and tweak that. Also the estimate of how much power it was delivering is not a very accurate test, but rather an eyeballed guestimate...
    6. Panpiper

      my 1st and will probably be my last post

      The power module I built the other day generated 1M power and was able to give only a third of that to the ship it was docked to.
    7. Panpiper

      'Automatic' popup turrets?

      I like the idea of having ample point defense turrets on my ship. ('Point Defense' refers to weapon systems designed to engage incoming missiles.) However for many ship designs, I prefer a relatively smooth hull, greebled perhaps, but not with dozens of knobby turrets sticking out all over the...
    8. Panpiper

      What ship design elements contribute the most to lag?

      I want to build a big, powerful ship that fears no pirate regardless of how beefed up they are, and that gives serious pause to any griefer thinking of raining on my day. I want to put a thousand seekers into the sky and have a hundred docked modules pouring power and shield reinforcement into...
    9. Panpiper

      New power generator setup? *UPDATED*

      Thank you jayman38, I really appreciate that extraordinarily detailed description. I dare say I might even be able to follow that. ;-) AtraUnam, from what you say, I begin to suspect that combat has changed enormously from when I last played. (I've been away a few months.) When last I was here...
    10. Panpiper

      New power generator setup? *UPDATED*

      I finally got the shield supply module working, though at very disappointing transfer rate. My mistake was in having vastly more shield transfer modules than I should have. They instantly dropped any and all shield on the dockable platform down to zero whereupon the shield regen rate also...
    11. Panpiper

      New power generator setup? *UPDATED*

      Is that just a guess on your part you think might help, or do you know something I do not and are giving me a hint? I've tested the shield supply system by having full shields and then adding a bunch more to test how fast it fills. It fills at exactly the rate the regular onboard shield...
    12. Panpiper

      Armor is stronger than shields

      If you are talking about a relatively small ship going up against standard pirates, then yes, good armor can certainly do the job of taking the punishment. If you are however talking about ships in the 50K mass range and up, armor will stand up to fire for maybe a few seconds. Shoot, my 'mining'...
    13. Panpiper

      New power generator setup? *UPDATED*

      Hmm... It would appear to me that shield supply modules are either broken, work in a manner completely different than power supply modules, or serve such a completely different function as to utterly escape me. When I built a docked shield supply system similar to the above to help shields...
    14. Panpiper

      New power generator setup? *UPDATED*

      My brain is not agile enough any more to handle many of the complexities of logic circuits. This is the hack job I did to control a docked power module. It is built this way mostly to be easy for me to follow the logic of. While any of the bottom delays are active, they will activate the lower...
    15. Panpiper

      Tank VS Mech

      "These... 'shuttles'... they are a formidable craft?" ;)
    16. Panpiper

      Tank VS Mech

      The 'damage' on that first Abrams in the video is very likely the stowed gear that many tank crews will hang off the back end of their turret. It's convenient to stow it there so as to not clutter the already cramped interior of the tank. It also serves as an additional buffer to perhaps force a...
    17. Panpiper

      Tank VS Mech

      I just want to point out that the RPGs killing tanks are typically being fired either at APCs, not tanks, or at T55s (like in the above video) or some such very early tank. T55s have simple iron armor that is pretty much butter to a shaped charge like a simple RPG. Modern APCs are actually much...
    18. Panpiper

      Lots of math

      Well, you've opted for 50% RP space allocation, so you've pretty much blown most standard ratios out of the water. I do not myself usually work with ratios, (except for effects systems like ion effect for shields, requiring 5% of the ship's blocks for full effect). 12-15% thrust should give you...
    19. Panpiper

      Lots of math

      For only 11,500 blocks for systems, you might be a tad high on the weapons. You'll be forced to make sacrifices on other things like shielding, etc. Two missiles each with 500 missile blocks and 500 beam modules with say 250 ion modules will work out to 2500 blocks worth of weapon system. Each...
    20. Panpiper

      New power generator setup? *UPDATED*

      It's really hard to know if shield resupply beams in docking modules are worth while without actual numbers for those systems. How much shielding does a module of shield resupply beam provide, and for how much power? Is it constant once turned on or does it too need massive logic acrobatics...