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    1. jayman38

      New turret AI setting: "Fire at astronauts"

      Because of all the potential settings, the game is simply going to need AI programming. Better start brushing up on LUA syntax.... There. I'm done.
    2. jayman38

      Longer building blocks

      Long before? I'm absolutely positive they'd demand it all at once, after a 2x1 ramp opens the floodgates. :D I'm calling inaccuracy here. I'm pretty sure the block-to-avatar ratio is roughly the same in both games, and comes out to a meter per block edge, with the avatar being a little under...
    3. jayman38

      When logging out while in a ship

      It goes to show that Schema's amazing work to make this game function is actually much harder than a layperson would think. All hail the cat.
    4. jayman38

      Customizing NPC (and player) looks - mix'n'match skins

      We'd like mix-and-match astronaut "parts" because of how math works to add variety. Skins for the whole astronaut: possibilities scale linearly with the number of skins available (12 full-astronaut skins offer 12 possible combinations) Skins for astronaut parts: possibilities scale exponentially...
    5. jayman38

      Cubatoms

      Cubatoms were taken out specifically because they broke the economy. If you could figure out the recipes, you could turn near-worthless materials into the most expensive blocks in the game. We may experience the same kind of economy breakage if recycling blocks or some other block-reuse mechanic...
    6. jayman38

      In game code

      If we get a sound block, I'm putting it on all my ships and setting aside a special place on my hotbar with it, for JUST THIS REASON! I love it.
    7. jayman38

      New ship, new problem.

      Yes, if you linked the storage to your salvage system, the salvaged blocks will be in that storage box. If you are in control of the ship, you can go into your inventory, and select that box for access from there. Look at the upper-right area of the inventory screen for a button that activates...
    8. jayman38

      Suggested controller settings?

      It looks like the TrackIR SDK is in C++. It looks like the FreeTrack stuff is in DirectX (primarily C#, but can be used to some extent in Java). Since StarMade is coded in Java and can be played on other operating systems besides Windows, it is unlikely that either TrackIR or FreeTrack will be...
    9. jayman38

      Active Blueprint Technology

      I think this is a critical part of shipyards, and I think shipyards have been confirmed by the dev team. It may not be in the next couple of updates (GUI and then something else first), but I think this will be part of that eventual change. Can anyone confirm that this suggestion is already in...
    10. jayman38

      Customizing NPC (and player) looks - mix'n'match skins

      Most likely, since this game is a labor of love by the dev, the single astronaut is there as a simple cipher, representing the player, so was not given much importance. For this suggestion to happen, the entire astronaut system needs to be overhauled. Not terribly overwhelming, but it will...
    11. jayman38

      Longer building blocks

      2x1 ramp set: Two blocks (One angle going from 0 height to 1/2 block height; second going from 1/2 block height to full block height) with the most-basic hull type stats (basic hull HP and armor rating), multiplied by 8 colors = 16 new block IDs. Worth it? I think so. You'd be surprised how nice...
    12. jayman38

      Ability to desginate sections of ships for specfic purposes for bonouses.

      That would be another good way to designate subsystems. The game just needs a mechanic to share the docked section's systems completely, without transfer beam losses. Otherwise, there will be very little motivation to create these subsystems. They would simply be a RP novelty.
    13. jayman38

      Factories on ships

      Yes, I'm not concerned about requiring bases. I don't think a player should absolutely require a home base. They should be able to have a home ship. Vulnerable, mobile, but still able to make anything, if slowly. Therefore, my suggestion simply suggests a factory slow-down. Ships that are big...
    14. jayman38

      Some fighting practice in tutorial

      You could always "rig" the battle, so that the damage output of the hostile drone does not exceed 6% of the player's shield regeneration (standard combat rate). (E.g. maximum per-shot damage from the drone: 50, no faster than once per second; standard shield regeneration statistic on the player...
    15. jayman38

      Current Weapon Balance: Shields vs Hull

      An HP pool makes sense to me, because in SciFi TV and movies, the hull doesn't generally show damage until a LOT of damage has been done (depending on the needs of the plot), so basically HP pool = shield 2. With that said, we need particle effects. Why? Before the HP pool is depleted, areas...
    16. jayman38

      Autokick Ramming players

      Collision Damage at a higher speed (>10?) will be a good solution... when collisions are better optimized.
    17. jayman38

      When logging out while in a ship

      It shouldn't be that hard to program. 1. Add a linked list hook into the entity code, so that every structure can hold a list of other entities. In this case, the list would contain "held" entities (primarily, player and NPC entities). 2. Add each on-board player and their relative coordinates...
    18. jayman38

      Weyland-Yutani fans needed (machinima)

      Here are some ideas for potential builders: The Nostromo was 800 ft long, approximately 246 blocks. It towed a mile-and-a-half-long cargo, approximately ten times as long, at about 2400 blocks. The original Nostromo external models were built out of model kits for ships and tanks. So very...
    19. jayman38

      Ability to desginate sections of ships for specfic purposes for bonouses.

      It won't fix the doom cube issue at all. If anything, it would encourage more "cuboid" construction. However, I think the benefit of targeted subsystems would outweigh the concern over cube ship construction.
    20. jayman38

      Factories on ships

      I think it would be easy to have factory blocks on ships. Just slow production WAY down when on a ship (for balance) and synchronize all the factory clocks so they all process at the same time (for reduced CPU processing load). What's the current cycle time on a factory block? 15 sec? Make it...