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    1. Mork2

      Approximate damage capability of ship based on power

      Currently shield regeneration is 5.5 shield regeneration per shield regeneration block and it costs 1/energy per 1/shield regen per second when at full 100% shield capacity. Does anyone know how much power shields consume when recharging or what happens to their regen rate/power consumption...
    2. Mork2

      Approximate damage capability of ship based on power

      Well at the moment when you sit still and don't use any power using gear, the power usage is exactly equal to your shields regeneration rate while at 100% shields. Its unlikely that the shield regenerators would use less power while trying to regenerate shields back up to 100%. If there is a...
    3. Mork2

      Approximate damage capability of ship based on power

      If you see the power statistics for a ship you can figure out the approximate maximum damage and dps the ship can sustain roughly. Turrets count as separate ships, so they throw this guestimate out, as they have their own power and storage capacity. Though the same rules would work for each...
    4. Mork2

      Missile damage vs Hull or docked entities - how it seems to work 0.163

      Missile all of a sudden seem fairly dangerous. But if you know how they work you should be able to compensate. I have almost figured it out I think just the shields are throwing me. Previously missiles had a bug which effectively reduced their blast radius to 1/4. So a 20m radius missile was 5m...
    5. Mork2

      AI Combat Decoy System - already possible in game

      The Bobby AI and probably AI controlled ships usually target the closest ship or ship core. Missile salvos were wasting my well shielded turrets, or internal docked ships. The area damage that missiles do are a feature not a bug by the looks. I read though the bug reports and fixes. They are...
    6. Mork2

      Small Craft docking classification & Jump Boosters

      Actually I just found an easier way of checking the docking size than counting. The only problem is identifying which port is which. I'm glad I remember the rough sizes of the turrets I'm placing on my current construction so it was easy to figure out. For instance one docking group is listed...
    7. Mork2

      Small Craft docking classification & Jump Boosters

      Hmm nice system. I just figured out a conversion formula for dimensions to enhancers. Currently format Length, Width, Height note that ingame the dimensions are listed as Length, Height, Width L0=7x7x7 L1 or L1-1-1=9x9x9 enhancers in a direction N = ([N x 2] + 7) meters meters to number of...
    8. Mork2

      Modular shielding and power

      Docked Power usage Ships that are docked use power off the main ship exactly the same as docked turrets. You don't share energy regen or energy or shields just when the turret or docked ship requires more energy then it draws it from the main ship. It uses onboard power first then draws power...
    9. Mork2

      Small Craft docking classification & Jump Boosters

      This is not a ship classification post. There are so many opinions I'm not going to touch that. Small Ship Docking Classification It would be nice if there was a boxdim classification for small ships for docking purposes for the following reasons. Mass doesn't come into it as it just needs to...
    10. Mork2

      Shipyards

      True but I would like to see the ship in the centre of the shipyard docking area.:) With normal docks the ship is placed up against the docking point so its not floating off a side of a ship or station. So it looks like its attached.
    11. Mork2

      Asleep or building a ship wishing to be asleep

      Asleep or building a ship wishing to be asleep
    12. Mork2

      Shipyards

      I was going to make a separate post but since this one is here already. I had a variation of this idea. Broken done into sections/steps. Required Block types Shipyard docking block and docking enhancers (could reuse normal docking blocks but due to centering of core maybe not) 1. A place for...
    13. Mork2

      Thrust Mechanics Explained

      I would drop the % thrust speed limit. (Hopefully the example below will be clearer) eg. If 50% of your thrust is set forward your limited to 50% max server speed, similar for other directions. eg 10% reverse thrust limits you to 10% max server speed. The reasoning is small ships with thrust...
    14. Mork2

      A new Turret accuracy mechanic.

      I had an idea but its based on some assumptions about the current AI targeting mechanic. I am assuming that the AI is aiming at a circle around the core and firing at a random direction from the core on that circle. The radius of that circle is scaling with the distance and accuracy setting...
    15. Mork2

      Turret Auto Return

      Basic idea is for a turret to remember the direction it is pointing relative to the turret dock when the bobby AI is enabled and when not engaging a target slew back to that remembered direction.
    16. Mork2

      Logic Demo station 1.0

      Logic demonstration station admin to spawn station /load logicdemobase [name] Price doesn't matter since you have to load it. Logic circuits are setup to show links and has display units for descriptions. Some of the more complicated circuits you can trace the links by hitting c on the block as...
    17. Mork2

      Stealthy Runabout 1.0

      Just a little runabout I use Features: Perma cloak Perma jam Perma 100% overdrive plex storage small salvager small cannon/rapid fire/overdrive better than 5:1 thrust ratio Should keep cloak with up to almost a second of lag Relatively cheap under 202kCr Cons: Doesn't look real nice, I'm not...
    18. Mork2

      Big ships, small ships

      The use of big ships or small ships comes down to how the technology available works, and its effectiveness. In the real world cost comes into it as well. In a couple of days on a multiplayer server I hit the 2bil limit and had over 200billion credits of stuff to sell so I would say money isn't...
    19. Mork2

      Trigger zones for internal hangers lag reduction tip

      I was building some internal automated hanger systems using area trigger zones in a flat slab to activate plexdoors, powerdrains for decloaking and repair beams etc. I noticed large amounts of lag while flying through the trigger zones in a 10x10x20 perma stealth ship while testing. A trick...
    20. Mork2

      Weapon Stats / Math

      Basically for cannons with or without beam slave 5dps per block or 15 damage per block every 3 seconds range 1000m all and up to 2000m with 100%beam slave for d1000 with or without beam slave 5dps per block or 75 damage per block every 15 seconds range 1000m all and up to 2000m with 100% beam...