For smaller ships I'd need a small but fast clock of some kind for jumping automatically due to the nature of the pirates I'm working on. As for the clock you posted it works wonderfully for the bigger ones. :)
The thing I've found for dealing with those bigger ships is having a metric ton of turrets big enough to dent them on the main station. That said we really do need a way to level the playing field a tad bit because of the "My Ship Is Bigger = I Win" issue. Warheads and maybe a few other things...
If I remember right it takes about 20ish jump drives being charged and fired before you get continuous jumping. So my Hyperspace Jumper for example has 8 clusters of 20. :P Overkill I know but it is better than getting stranded in the middle of a sun. XD
I think it is mostly because the Default Pirates are all made out of Standard Armor being the reason they are hard to kill. As for hard to survive, that isn't as much of an issue as killing them. XD
Also my Loot Pinatas I'm working on are meant for the very issue you just mentioned Arsat...
Shameless plug but I though it fit the bill since people were talking about Updating the Isanths earlier. :P
People seemed to forget if the devs can't or won't do it there is nothing stopping the players form doing it. :)
In any event this topic is getting more interesting.
Yep got these done too. Now I didn't figure out how or when to put effects on them and that version of them will be its own type altogether. These are as close to the original as possible hence the name hasn't changed much either. This version of them also includes a Pulse weapon version, yes...
Do they still work and if so how are people doing them these days? Wanting to upgrade from a normal 4 block clock charging system to get my Loot Pinatas up to patch without the jump clock taking up half the ship. >_>
Logic charging at a reasonable speed and small enough to be placed just about...
SO I got bored one day and started working on a full update of the Isanths. I started with the Isanth-VI because it was the oldest and the easiest to update strangely enough. Replaced some of the power reactors with capacitors and added a couple of shield recharger blocks on top and bottom...
lol you are the one bringing the attacks on yourself pal. O_o Also I've watched yo attack people only to get hit back in return for being a soon to be ignored by the whole community person.
You have to build the groundwork of the building before you build the rest of it. It is the same with any program or game as well. They aren't jumping around at all actually they are building the groundwork of each of the things displayed on the roadmap. That said it'd be nice to see some of...
Here's what I've got working. The sample should be enough to give an idea of how to make a larger system with it. :)
As for how to get cargo from the smaller ships to the larger one. Just link the rails on the ship being docked to, to the storage you want to dump the cargo into, next link the...
lol been busy gutting one to make more space and an insides redesign. XD Got the Isanth-VI done with 4 different starting weapon versions. Not the faintest clue how to make that small monster's power reactor setup better though. >_> Never mind the idea of weapon combos. x_x
hmm Try linking an activation block to the pickup points and than turn the activation block on and see what happens. Had something similar only happen if the pickup point was off. :)
The carrier has to be the flagship and can't be docked to anything right now either so that could be the only other reason I can think of carrier recall not working.
Was just wondering what was going to be done on this note most and if anyone would be interested in such a thing?
The main idea here is to not just update the old Isanths but see if we can come up with new ones as well and maybe some stations to go along with them. :)
For rebuilding the...
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