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    1. Dr. Whammy

      Questions about warheads

      Update: I'm baby steps from fielding my torpedo cruiser... It's covered with missile turrets and has two 10 round magazine fed torpedo bays. When the mags run dry, I can eject the empties or manually load more individual torpedoes onto them. I've also added an anti-jam function to avoid an...
    2. Dr. Whammy

      Brainstorm This Missile ammo brainstorming

      Come... Join us... ;) http://starmadedock.net/threads/questions-about-warheads.21016/page-2#post-231540
    3. Dr. Whammy

      Questions about warheads

      Remember; you can always hold the "V" key to stabilize your aim. There will be no drift and you are less likely to bump the torpedo off course as you fire. Also, since I don't put power reactors on my torpedoes, they eventually come to a stop. However, since I have the damaged tweaked, there...
    4. Dr. Whammy

      Questions about warheads

      Update: I just tested a 10 round compact launcher and reliably made shots in excess of 1750m. I'm thinking these might be able to be used to attack stations and planetary installations from a safe distance. Holding the "V" key seems to stabilize the craft long enough to get the shot off...
    5. Dr. Whammy

      Questions about warheads

      Unless you want to make considerably larger torpedoes and make your setup unnecessarily complex, you'll have to start the logic sequence on each individual torpedo. The remote should be linked to the rail that the torpedo is docked to. Using the remote via hotbar makes it like any other...
    6. Dr. Whammy

      Questions about warheads

      Not a problem. The rails and logic are still relatively new so it's only natural that there will be things we are unfamiliar with. I almost forgot; before you try an armed launch, be sure to save a copy of your design in case it goes KA-BOOM... Ask me how I learned that...;)
    7. Dr. Whammy

      Thanks. It's due for a refit but still packs a punch.

      Thanks. It's due for a refit but still packs a punch.
    8. Dr. Whammy

      Fix missiles so they are actually useful.

      Nice, looks like my planned 'orbit cannon' design but faster... Muuuuch faster. o_O You guys had me under the impression that these are working as intended. Is it really a bug or just a planned nuisance? Also, what do you guys think of my last balance proposal?
    9. Dr. Whammy

      Questions about warheads

      You, my good sir need to become familiar with the inner ship remote. They are way too much fun for someone to not know about them. Here's how it works for torpedo launchers. - Use 1 'basic rail' block as a weapon pylon. - Link it to an 'inner ship remote' block. - Give the remote a name by...
    10. Dr. Whammy

      Fix missiles so they are actually useful.

      Call it luck if you want; my experience has been that those 400 missiles would fly off and attack targets exceeding the missiles' range in the opposite direction of where I'm facing, while ignoring targets that are right in my face. Given the choice, I'll take turrets that hit hostile targets...
    11. Dr. Whammy

      Fix missiles so they are actually useful.

      How exactly do they avoid point defense? Also, the advantages you state are beyond pointless. I deployed heat seekers when solo engaging multiple fighters within 500m only for them to go flying out toward an abandoned station more than 2km away. I hardly consider that a buff/strength. If...
    12. Dr. Whammy

      Fix missiles so they are actually useful.

      What buff did heat seekers get in the first place?
    13. Dr. Whammy

      Questions about warheads

      Try this... - Build a torpedo using the above specifications. You may need to add a power reactor if you aren't launching from a ship. - Attach an activation module to the torpedo and place a blast door in front of the warhead. Link the door to the activation module. - Place a trigger area...
    14. Dr. Whammy

      Questions about warheads

      Nope. My fighters exit the cruiser via a blast door. No collisions are detected when I deploy them. I would imagine I'd get the same result with a torpedo. I tested it and it does work.
    15. Dr. Whammy

      Questions about warheads

      Annnnd I doubled my payload... The torpedoes deploy and retract via rails and I have crystal armor (invisible force fields?) in front of the warheads when retracted. I also sacrificed some armor for dual missile launchers to defend against fighters.
    16. Dr. Whammy

      Questions about warheads

      Sorry about the mix up. My SB-39 is 11m long by 9m wide by 5m tall. It's a pocket bomber meant to be launched from my cruiser; ASC Challenger. Think of it as the 22nd century equivalent of an A-10 Warthog/Thunderbolt II By "AP" I mean "armor piercing". By "pulse cannon" I mean a cannon...
    17. Dr. Whammy

      Questions about warheads

      To tweak the explosive blocks in windows: - Find "blockBehaviorConfig.xml" in StarMade\data\config\ - Make a copy of the file as a backup with a slightly different name, (just in case...;)) - Using a text editor (I use word pad), open "blockBehaviorConfig.xml" - On your keyboard, hold your...
    18. Dr. Whammy

      Questions about warheads

      Here's my main launcher. It's a 21 round repeat fire unit. The warheads are tweaked (via the block behavior config) to 500,000 damage and a 25 m radius. They load via basic rails with activation modules to stop the extra rounds from bunching up . They are propelled by a push beam(400...
    19. Dr. Whammy

      Introducing The United Star Axis

      This a ship I made for my sister. I guess this is my way of trying to convince her to play... It's not the fastest but this little guy can take a pounding and tends to punch above it's weight... which is a lot now that advanced armor adds so much mass. Mass: 2257 Dimensions: L 59, W 55, H,28...
    20. Dr. Whammy

      Engine Porn

      A refit of an older design. Kind of like a god-modded Isanth on steroids. Small and simple but it can punch well above it's weight.