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    1. ltmauve

      Garbage disposal

      Maybe ships should only pick up bricks using salvage beams.
    2. ltmauve

      TCDF fleet page

      Okay, so the Chrysaetos is taking longer than I expected :P because I decided to change some stuff. So, some WIP shots. Some logic. Let's hope it doesn't crash the server when I use it. More of that logic. (This isn't the hanger logic.) Well, this is more finished stuff than WIP Clear...
    3. ltmauve

      On the Subject of Planets

      Actually, I think having oreo planets (what was planned before someone suggested the d12s) would actually be for the best, because a) no arbitray flat bottom, and b) much less lag than the d12s without a huge amount of lag.
    4. ltmauve

      Brotherhood Republic Fleets [Luna Turret Update part 1]

      I'd say use the right for common use and the left for special pilots
    5. ltmauve

      Mass-based turning system

      Actually, you need six new operations per block. For turning, you need the mass times the distance squared in each plane. For center or mass calculations, you need to multiply the mass by each coordinate and add it to the sum. Then you get the average by dividing it by the sum.
    6. ltmauve

      On the Subject of Planets

      Having cloud cover and only loading the chunks above it would help loading, but it would not help appearances if all the planets just looked like clouds. Perhaps the server could generate images of the top sections of planets and use those.
    7. ltmauve

      Mass-based turning system

      Um, no. The Z-axis acceleration depends on the mass distribution in X and Y. The Y-axis acceleration depends on the mass distribution in X and Z. The X-axis acceleration depends on the mass distribution in Y and Z. The Z-axis rotation is roll. The Y-axis rotation is yaw. The X-axis rotation is...
    8. ltmauve

      Mass-based turning system

      Well, both the yaw and pitch are affected by the length of the object. Only when rolling does the length not matter. Actually, since you need the distance squared for moment-of-interia calculations, it's much easier. Xmoment += mass * (y * y + z * z);
    9. ltmauve

      Mass-based turning system

      Erm, what do you mean by "around the length-based turning axis?" If the length is the longest axis (Say, 500m long and 1m wide and high), then turning about the long axis will be the fastest. Instead it should be (x + y)/(2 * x + y + z) around the z-axis (the two is there because of each...
    10. ltmauve

      Block-based personal weapon models

      The marker gun is probably going to stay as a predefined model. However, all weapons (including the heal beam) should be offloaded to ship-type. I made a massive suggestion about this(find it here), and my idea was to edit your weapon, you open up the inventory and right-click on it. I also...
    11. ltmauve

      Switchable weapon boosts

      Here's the gist of this suggestion: you can combine full three-computer (or partial) weapon systems to get flight-mode switchable bonuses. Why would you want this? More flexible tactical options. You could have a sniper rifle that you convert into a submachine for close combat. You could have...
    12. ltmauve

      A possible solution to missiles killing things through walls

      Faster method: for players, check a single line to their coordinates if they are in the radius. For ships, check each exterior block in the radius, and see if it intersects another entity. Use that to determine which blocks take damage.
    13. ltmauve

      Dynamic lighting and Player roll..

      Having dynamic personal lighting should be too huge of an issue. Having a huge instant rock show that you can mount on a fighter is where you start getting problems. Having hard limitations on the lights as well (like say only 20m) will help keep the performance costs down.
    14. ltmauve

      TCDF fleet page

      Thanks, @Mariux Anyway, I should have the Chrysaetos cosmetically done after a couple hours of work, so whenever that happens I'll throw the pictures up here.
    15. ltmauve

      Pattern Encoder Block—The solution to all our docking problems

      It wasn't in this thread. No wonder you were confused. So yeah, his solution solves all three or your problems, with only one block.
    16. ltmauve

      Recognized Turrets system with Pictures - [ Poll]

      No it doesn't, because a) hitting a small target on a large ship is equally regardless of the size of the ship. Is aiming using a large weapon harder than using a small gun? No. and b) A larger ship is more likely to have more outputs on a weapon system, increasing the chance of hitting a...
    17. ltmauve

      Pattern Encoder Block—The solution to all our docking problems

      I think @Zanaten 's concept will be easier. Use a second module to redefine the "front" of either a docking module or it's corresponding piece. Simple, expands existing system. Also, another tweak to docking: Docked ships should be on the grid of the main ship, instead of 1/2 a block off when...
    18. ltmauve

      On the Subject of Planets

      Erm, Let's see. go through all x and z and pull the top block's texture. Whatever the main color is, use it for that pixel. When the top block changes, change the pixel. Also, planets should be pregenerated (Basically, the server has a couple premade planets for whenever someone wanders into a...
    19. ltmauve

      Recognized Turrets system with Pictures - [ Poll]

      No the point is that if you try to nuke off turrets with your capital, they get protected by the mothership shields, but a bomber assault is fastest way to get them down, because otherwise to nuke them with you capital you need to take down the mothership shields.