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    1. Edymnion

      Buff Thrusters!

      Yeah, thrusters can be seen as the source of a lot of the game's lag, when you think about it that way. Its well known that turrets create a lot of lag, even now (used to be WAY worse). Why do we use so many turrets? Because typically by the time you have a ship big enough to put turrets on...
    2. Edymnion

      Larger/Proportionate Thruster Plumes

      Nope, try it. Plumes go right through everything.
    3. Edymnion

      Larger/Proportionate Thruster Plumes

      I mean come on guys, there's solid thrusters behind these cowls. There's thrusters right up to touching the ice even, and the only plume I can see with the engines revved to full is the one little bit sticking out the middle? (excuse the ship, its a WIP and i'm just working on the engines at...
    4. Edymnion

      Peon Class Mining Drone 2016-12-21

      Peon Class Mining Drone ------------------------------------ Mass: 57.5 Thrust: 102.8 TTM Ratio: 1.8:1 Salvage Power: 50 (constant fire) Shields: 3,294 (121/sec regen) Armor HP: 19,225 Structure HP: 13,565 A small mining drone intended to be used in large swarms for asteroid mining. Lightly...
    5. Edymnion

      personal preference what combos do you use for your heavy ships?

      Hmmm... sounds like I need to make piercing missiles this time around.
    6. Edymnion

      Thruster Sensor Help?

      Bench specifically mentions thrusters in the sensor tutorial video at about the 9:40-9:45 mark: Ah, I just broke a cardinal rule of mine and read youtube comments. Seems thruster sensing is only sort of there at the moment.
    7. Edymnion

      Thruster Sensor Help?

      Okay, I'm working on a ship where I want the engine cowl lights to come on at different thresholds based on the thrust of the ship. So in theory what I want to do is set up one sensor to the thrusters, set a single Off Activator to determine when the ship is standing still, then NOT that output...
    8. Edymnion

      First ship... how to decorate bland areas?

      Yup, there are two equally valid build methods. System First and Shell First. System First is what Nerva mentioned, building all of the systems you want the ship to have, then figuring out how to build the hull around that. Shell First is, obviously, the exact opposite. Building an...
    9. Edymnion

      Recognized Map screen needs a "star radiation sector"

      Its especially annoying since different size stars, color stars, and binary stars all have different heat ranges. Between those three variables about the only way to know if you're going to be fried is to fly in and find out. Not exactly a great system, that.
    10. Edymnion

      personal preference what combos do you use for your heavy ships?

      I seem to recall testing punchthrough vs. piercing on a cannon and finding that PT worked with shields up (in that if the shot did enough damage to bring the shields down, the excess would hit the blocks) while Piercing did not, and that the damage of the two shots on the actual blocks was...
    11. Edymnion

      Advanced AI control suggestion

      I was referring to the AI in the game. It is a placeholder. It is just barely good enough to work as a test, because we're in early alpha and thats all that it needed to be to test other things with. Didn't mean anything about your post, I meant the placeholder AI in the game is getting old...
    12. Edymnion

      [Blueprints] "Enemy-usable" should be unchecked *BY DEFAULT*

      Kinda missed the point of "by default", didn't we? :P
    13. Edymnion

      Decouple Shipyards from Design

      Eh, that has problems. 1) Its a cludge around the actual problem, and has to be implemented on a server by server basis. 2) It requires very close watch by the admins to keep players from just doing free build in that sector and then flying the free build ship right out of it. Turns the mods...
    14. Edymnion

      Decouple Shipyards from Design

      Okay, don't get me wrong, shipyards were a HUGE improvement in the game, allowing you to access creative mode while in the regular game to design ships in. However, its only good for ships, and the size limitations make it where you have to build and maintain a huge shipyard to even toy with...
    15. Edymnion

      personal preference what combos do you use for your heavy ships?

      I like cannon/cannon/punchthrough or cannon/cannon/overdrive (depending on turret size) as my primary backbone dps. But really, its a combination of different things that is the most effective. Like have the C/C/P or C/C/O as the primary weapon, and then put a C/C/Stop as a secondary. The...
    16. Edymnion

      Advanced AI control suggestion

      We definitely need something for the AI. The placeholder stuff is getting old...
    17. Edymnion

      Block Driven Ship/Turret AI

      What I don't understand is why you insist on constantly trying to derail this topic when you have your own. We get it, you like to code. Me too, I do it for a living. In fact, its probably some of my code that generated your last paycheck. But that just isn't going to fly (no pun intended)...
    18. Edymnion

      First ship... how to decorate bland areas?

      Yup, not going to lie, its an AMAZING amount of work and detail they put into that hull. But its all lost and it just ends up looking like a raisin.
    19. Edymnion

      First ship... how to decorate bland areas?

      The rest space is very important to me. The Albatross up there is just way too busy and cluttered, there is no place for the eye to land on and go "Okay, look here at the start, then spread out and look at all the other things." If every possible surface is covered in detail, it just blends...
    20. Edymnion

      Block Driven Ship/Turret AI

      Oh yeah, and if you add in a few more blocks, you could do things like "Power Less Than 50%" "Use Cannons" by linking the cannon computer into the AI, and then under that have an "Attack:Ship" with "Missiles" so that a ship that isn't 100% power stable can be told to only try to use it's big...