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    1. Dr. Whammy

      Weapon trade offs and power balancing.

      SF-37 E Light space superiority starfighter. Sacrifices armor and acceleration for higher damage output and a wider variety of weapons systems. Small form factor enables larger quantities to be carried on starships. Armament: - 2 auto cannons: (12/12 cannon/cannon) - 2 gauss cannons (16/8...
    2. Dr. Whammy

      Weapon trade offs and power balancing.

      SB-39E Pocket torpedo Bomber. A small, multi-role player controllable strike aircraft. This little guy can deal noticeable damage to a large, slow or stationary target from up to 2.5 km away and hold its own against other small fighters. It can use AI to fight but it won't fire its...
    3. Dr. Whammy

      Torpedo Bombers

      Agreed. Unless you set the damage to the millions, you have very little to worry about; as small ships will dodge your shots and larger ones can armor tank and will be harder to kill due to sheer size. This is what 6 individual warhead torpedoes set at 500,000 damage a piece will do to...
    4. Dr. Whammy

      Torpedo Bombers

      Did somebody say "Torpedo Bombers"? I can't believe I missed out on this thread. I think the key to near-universally enjoyable warhead use is for the server admin to decide on a reasonable damage output and blast radius for warheads and to use a server/community honor system. There has to be...
    5. Dr. Whammy

      BUILD CHALLENGE: Torpedoes, launchers, magazines!

      I've compared the upgraded launcher to the original and reverse engineered the process. I think I'm starting to understand now... - You used the buttons that normally detect a torpedo on the last segments of the launch side of the rail to send a high/on signal to the "OR", whenever a torpedo...
    6. Dr. Whammy

      BUILD CHALLENGE: Torpedoes, launchers, magazines!

      Impressive. Wow, I haven't touched boolean logic in over 13 years and back then it was just an intro course. Well, now is as good a time as any to learn, right? At first glance, this circuit can easily be added to the launcher without making it too bulky. Who knows what madness would ensue...
    7. Dr. Whammy

      BUILD CHALLENGE: Torpedoes, launchers, magazines!

      Thank you Fellow Starmadian, I was going for a bare-bones set up on this model. Having only limited logic knowledge, I wanted to know what the absolute minimum requirement is to make a repeat fire launcher. My design is very simple but I'm pretty happy with the results. In any case, I look...
    8. Dr. Whammy

      Questions about warheads

      The Wham-Cannon!!! 6 shots. Big holes. Bring the noise.
    9. Dr. Whammy

      BUILD CHALLENGE: Torpedoes, launchers, magazines!

      UPDATE... 6-shot repeat fire cannon (mine thrower). - Uses a beam with 100% push effect to throw warheads toward a target. - Auto-loading/repeat fire. Respectable fire rate for a weapon this size. Has anti-jam/reverse feed. - VERY accurate. Tested to 2km but projectiles will travel beyond...
    10. Dr. Whammy

      Questions about warheads

      I've just posted my 10 round magazine in the community content if anyone is interested in seeing it first hand. I'm still, testing the 16x model. If that goes well, you see that online soon. 10-rounder Happy Torpedoing...
    11. Dr. Whammy

      BUILD CHALLENGE: Torpedoes, launchers, magazines!

      Sure. This is my first magazine model. 10 Rounder... It's the most stable/reliable one I've built so far. I have to test the 16x more extensively before I put it into the community content. It's custom designed for my ship so I'm going to test the living hell out of it. This is my first...
    12. Dr. Whammy

      Questions about warheads

      Yeah. Mirvs are next on my 'to do list'. Should be a very fun and loud project... :D
    13. Dr. Whammy

      BUILD CHALLENGE: Torpedoes, launchers, magazines!

      Thanks, I had previously tried to make guided torpedoes but as of now, AI isn't smart enough for me to be comfortable letting it fly around with a shield piercing high explosive destructo thingie on it. Warheads haven't been nerfed per se but when the new explosion mechanic was released, it...
    14. Dr. Whammy

      BUILD CHALLENGE: Torpedoes, launchers, magazines!

      Now THIS is my kind of thread... Good old R&D. This unit was purpose built for my ship's cargo/fighter bays. When all 3 bays are equipped with one of these units, I can carry 48 torpedoes internally. The rounds are unguided but extremely accurate if you are stationary and not rotating...
    15. Dr. Whammy

      Questions about warheads

      16x Multiple launch system. Combined mass: 92 Dimensions: Length 11m, Width 11m, Height 6m Features: - Arm/disarm deployment: opens logic controlled blast screen and loads 4 torpedoes. Retracts them and closes the blast screen for storage. - 4 auto-reloading pylons: 4 shots per vertical...
    16. Dr. Whammy

      Questions about warheads

      Hi guys, I've been making a few new projects as well. My torpedo cruiser was great for bombardment/long range station assault but it will never stand up to actual combat. I'm going to mothball it for now and focus on my ASC Challenger, which is way more combat worthy with or without...
    17. Dr. Whammy

      Turrets... how?

      It's possible that your installation is corrupt. I had that happen to me before once. Try making a backup copy of your entire StarMade folder, then reset the universe, spawn your ship with the turret and try again.
    18. Dr. Whammy

      Turrets... how?

      To be honest, I'm really not sure. I know there is a certain amount of 'free mass' that you can dock without enhancers with no ill effects. After you exceed that limit, everything grinds to a near halt. If mass is the issue, I think even one mass enhancer placed on the mother ship may do the...
    19. Dr. Whammy

      Turrets... how?

      Did you use mass enhancers for your turret? I know you said the turret is the only docked entity but this might be something you want to look into. Also, "Ship, active, missiles" should be "Turret, active, missiles". If your turret is set to "ship" it will not track and fire on targets...
    20. Dr. Whammy

      Brainstorm This Missile ammo brainstorming

      I too like the way this thread is turning out. By allowing the purchase of ammo, players can learn the crafting system without a sink or swim trial by fire. Meanwhile, the game play is not entirely dependent on the system. Do you guys like the idea of giving weapon ammo (missiles in this...