lol so that's why my bomb pirate ships go into binary orbits when two get into a fight. XD We really need more control over the AI through configs or mods. :)
This idea is meant to help speed up building rather interestingly. You just provide a blueprint and the resources, than the construction beam computer goes to work. Now it won't expend the BP like we do currently when it fully spawns something and it builds it over time rather than all at...
Just wondering how the AI picks what to spawn in for ships since I've noticed they tend to pick a particular mass on startup of a world and make everything else super rare unless the things it defaults to are turned off. Speaking of defaults, say I want to have the Isanths in the mix as well...
Yep just the basic clock is nice until you need it faster of course. Any ideas that could fit into the same or less space if able? Keep in mind you have space out the the remote and the armored area too.
Was noticing something rather odd when working on something lately and that the mass displayed in the catalog seems to be far different than what say the nav menu picks up or even the build menu. Needless to say when a 200k block ship is suddenly lighter than a 200 block satellite we got a...
You know those dangerous things made mostly out of warheads? Any good setups that could get through shields and live long enough to cause damage? Working on some pirates that use rigged and exploding ships and need to make them lethal enough to take things out. Yes someone sneezes in their...
Well if it was just one big spherical shield collision box it might be fine. Not sure what the performance issues from a single object acting as a shield would be though. Definitely would be less than generating it in sections though. Less objects = less lag.
Yes the AI doesn't know how to take the finger off the trigger and when yet. Either put enough regen to counter this or cut down the turret's weapon size. Running into this same issue building a few ships meant to be AI controlled and we really need ways to tell the AI when and when not to do...
Just wondering since this would be a nice way to launch things and I know it has been done but so far finding the info is a pain. I know it is Rails + Speed Controller and Activation blocks + mass enhancers + ???? No idea what else to get this working or the amounts.
Could make a warhead launcher that sends rounds down range as fast as you can get them. The Problem is the amount of entities you'd need to pull it off so I'm guessing why dock them when you can use a push/pull effect combo to hold them in place. The catch is the ship in question wouldn't be...
Simple fix: Primary Target = System blocks, Secondary Target = Whatever gets in the way. This would mean missiles should detonate correctly even if they hit armor rather than fizzling out. :)
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