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    1. ltmauve

      Crystal wedges, no extra IDs needed

      I see what you mean by having sub-block- you only store whichever sub-block will take damage, and just keep track of it. The problem is you cannot keep track of what shape a block is supposed to be. If I pound off the corner of a cube and make it a wedge, then when I repair it the computer...
    2. ltmauve

      Re-imagining the Damage Pulse

      You are forgetting the inverse square law. As the pulse expands, the area increases with the square of the distance. Since the energy is conserved, the energy density is total energy/area. The amount of energy determines how much damage the ship will take. A fighter close to the pulse and a...
    3. ltmauve

      Re-imagining the Damage Pulse

      I believe the flak cannon will be something that splits into shots going in different directions at max range or on impact, but this would be like a shotgun: more damage at close range, with decreasing damage further away.
    4. ltmauve

      Crystal wedges, no extra IDs needed

      Except you need to store 5 bits for each of the 8 sub-blocks. That's 40 bits. As opposed to 8 originally. The new armor+surplus system is designed to fudge the HP so that you can reduce the number of bits in HP, and then condense all of the blocks into one ID that uses all possible orientation...
    5. ltmauve

      Crystal wedges, no extra IDs needed

      There is a finite amount of information that can be stored in computer bits. How is your system going to work when the blocks get damaged? The values start changing, which means the orientation changes, which means that some shape is going to have the least HP. I have no clue where you got...
    6. ltmauve

      Crystal wedges, no extra IDs needed

      Sub-blocks? Stored in the orientation bits? But then you can't use them for extra shapes! The entire point of this was that you condense all the shapes into one block type. If you use the bits for HP, you can't do that. Now, the ID/blockconfig should have different shapes (or at least ways of...
    7. ltmauve

      TCDF fleet page

      Here are the CDS Audux and CDS Vocifer. The Audux is a scoutship, the Vocifer is an attack corvette. Port view. Showing the body of the seeker missile launcher below the two autocannons. Port, port ventral, and both dorsal turrets are visible. Rear view. Showing engines. Underside, showing...
    8. ltmauve

      Charon 2.0 - A WIP super titan [Update 5 : new medium turret]

      I do like the engines, they could be lacking something, not sure. Do like the patterns and the pointy bits, they work well. Also, you might want to break up the flatness of the back with something besides turrets. It needs to be broken up with some sort of detailing. I would suggest putting the...
    9. ltmauve

      TCDF fleet page

      Hey, I'm alive. Hopefully the mods won't lock this thread, and I won't have to start a new one. Got a bit burnt out from starmade, took a break from playing. I do have two ships that I need to screenshot, and one ship approaching the final stages of assembly. Anyway, thanks for all the feeback...
    10. ltmauve

      Thrust Mechanics Explained

      Okayy....... lot to think about here. Thrust changes: First, we should be able to allocate points separately to max speed and acceleration (low top speed, high acceleration for fighters that you want changing direction rapidly, low acceleration, high top speed for larger ships that you want to...
    11. ltmauve

      Its possible to half voxels?

      Storage blocks are done through the systems (basically, the data is stored in the same place as all your weapon and logic linking) I believe, so unless you want to use that data, and have it somehow transferred to the player's computer to use for graphics information (and by the way also have to...
    12. ltmauve

      Lights wedges, corners...

      I hope no one minds me posting my own thread here. Wedges for everything!
    13. ltmauve

      Kupu's thread

      Yeah, I do think the new plexdoor is better (as now you can't confuse it with the black hull) but I do think the plexstorage isn't as good. It doesn't look like it can open, because that center part is behind the frame. Having a recognizable keypad and handle will also improve that aspect.
    14. ltmauve

      Implemented New Cargo System!

      There's no reason to remove the plexstorages. They do need to have limited capacity added, however (which should be added when this does.)
    15. ltmauve

      Disintegrators (un-nerfing)

      If something ignores shields, trolls will use it to grief ships. However, I do agree with chaining disintegrators to create larger explosions.
    16. ltmauve

      Wireless Logic Activator (Remote Control)

      Actually, what if the codes were faction-locked? (so channel 2 being activated on my faction's channels doesn't activate channel 2 somewhere else.)
    17. ltmauve

      Let's talk gamemodes

      I'd certainly be interested in hardstar mode. The point of it is that you have to manage your resources efficiently to survive.
    18. ltmauve

      A solution to the heat-seeking missile problem

      More like it should go through and check the targets, then launch the missiles at each target after checking that they aren't in the same faction.
    19. ltmauve

      How do I safeguard multiple ships - faction base?

      Also don't make a planet base on a server because if the admins blow up a planet while yours is loaded, it will also explode. Also planets don't move, the sectors they are in rotate.
    20. ltmauve

      Suggestion More specification in community content!

      Perhaps the system can analyize the blueprint of the ship to determine the stats of the ship, and then a ship or station can be sorted by which stats you want (energy regen, mass, shields, greatest weapon DPS, total weapon DPS)