According to my experience PD turrets work well if they already point in the right direction, but if not their turn rates are far too low. Turn rates for turrets should be mass based (=much higher for very small turrets).
... which may or may not hit the missile, which turns the whole thing...
I tested it with v0.1867, one salvage beam block, no slave, fully charged core, reactors removed, all values are identical to yours. Energy consumption is ~130 and burst length is definitely longer than 3s.
A powersupply beam block consumes 50 power and supplys 40 power. A power reactor block produces 25 energy/s without dimensional bonus. Thus it's hard to make a modular reactor which supplys significantly more power than built in reactors. And powersupply beams require way more resources to craft...
Fast accelerating fighters can kill their pilots just as well.
Just wait for the new thrust mechanics.
It's either a squared or a cubed law (the latter is correct) but not both. A ship twice as long/wide/tall has 8 times the volume and mass.
What do you think of this highly popular suggestion about determining turn rates of ships and turrets?
Do you plan to improve the ellipsoid helper? Ellipsoids aren't very symmetrical atm, and ellipsoids with even diameters aren't possible.
If you feel that unrealistic, artificial speed limits for capital ships are appropriate then your feeling is strange. Friction in StarMade only exists for convenience reasons, in real space there's no friction, and without friction the only limit is the speed of light.
1. Modular docked reactors are still better than built in power reactors of the same size (without dimensional bonus), but the difference hardly justifies the much higher prize of powersupply beam blocks.
2. Place a turret docking block, spawn a ship core, enter core, go into flight mode...
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