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    1. jayman38

      Logic... Lots and lots of logic

      Go for it! Even if it doesn't work right now, someone else might pick it up later and finish it. Also, logic systems will probably be more optimized in the future, making it work better on its own. Not to mention, inspiring someone else to work on something similar. New minigames like this will...
    2. jayman38

      Ship-building advice

      Indeed, most computers won't be able to handle 300! Especially on more than one dimension! But it's probably worth experimenting and see how high you can go before it gives you problems. I've stuck to 10, just so i don't get frustrated when I switch to playing on public servers.
    3. jayman38

      Ship design

      It's looking good! You'll probably want to create all kinds of details. I draw the same way manually, which is why I started using OpenOffice/LibreOffice (free to download), specifically LibreOffice "Draw" to draw my pictures. That way, not only do I get straight lines, but I can snap to a grid...
    4. jayman38

      Ship Sizes

      99x65x199
    5. jayman38

      Standardized Docking Sizes?

      Generally, anything that is going there is not going to fill the whole space, so while the docking zone is 7x7x7, the actual docked structure will probably only be 5x6x5. If it is a docked energy pod or some other small utility pod, I might dock the core block first, and then build up the pod...
    6. jayman38

      Navigation UI suggestions

      If the game gets to a point where ships leave behind a derelict damaged structure when they are destroyed, I'd prefer if the HUD didn't identify an occupied ship. That way, pirates and tricky players could set up a derelict-looking, yet fully-functional ship for traps. Or maybe there would be an...
    7. jayman38

      Standardized Docking Sizes?

      I developed what I call a 5x5 docking system, for externally docked structures. There are one or two doors, 5x5 in size. The docking block is three blocks away from the center edge of one door, and if there are two doors, the docking block is in the center. Here is a slightly more graphical...
    8. jayman38

      Map Uploads Forum

      I agree. Furthermore, there should be a new section for "areas" or "maps" in the Community Content area. There's "space station" and "mod", but I don't think those are sufficient to describe all the different kinds of maps possible. Maybe the "space station" community content subsection could be...
    9. jayman38

      Weapons Diversity

      I have the following opinions on weapons: 1. Generally, weapon speed should be buffed. Weapons should be able to fire approximately once per second. Naturally, the damage will be reduced per shot to match average dps. (E.g. a 3-second shot at 15 damage will change to a 1-second shot at 5...
    10. jayman38

      Need help with turrets

      Are you making sure you have them docked? It can be real easy to accidentally press the docking beam twice and undock the turret, but actually remain in place near the host ship, thinking you are still docked.
    11. jayman38

      Ship-building advice

      Lots of advice available. http://starmadedock.net/threads/ship-building-how-do-you-design-your-ships.3418/ http://starmadedock.net/threads/how-thick-is-your-ship.3488/ http://starmadedock.net/threads/how-big-should-i-make-my-ship.3686/
    12. jayman38

      Static texturepack

      http://www.gimp.org/tutorials/ Start at the top and work down.... If you are visually inclined:
    13. jayman38

      Weapon Trails?

      I believe this idea is in progress by the devs. The team has already stated they will improve effects and add them to weapon effects. However, the details are limited at this time, so this would be a great thread to gather ideas on how various weapon effects might look. Bring on the pictures...
    14. jayman38

      More "Spherical" Planets

      I'm thinking that water blocks that can overlap other water blocks and terrain blocks would make a good transition between planet segments on the existing shape. If there was a proper "swimming" game mechanic, where the astronaut could go in the water, and the mechanic included an automatic drop...
    15. jayman38

      Making large ship combat more skill based and less brute force

      Forcing a second person to reroute power would be an interesting change. However, I think that should be turned off for the default game. (RP servers could turn it on easily to take advantage of it.) I think a good way to increase tactical change would be to give shields an "armor" value so...
    16. jayman38

      bubble shields - the re-take

      Personally, I'm OK with a bubble-shield client visual effect. However, the devs will catch all kinds of complaints from players, saying that their near-hit shot "should have" hit the shield, even if they missed the body of the enemy structure. If I had my way, I'd make a client-side...
    17. jayman38

      Countering the Death Cube

      There should probably be a community rule that if you see someone attacking a cube-shaped ship, you should feel obligated to join in and attack the same cube ship. Or is everyone thinking that already and it's already an unwritten rule? A cute backstory could be written up to support such a...
    18. jayman38

      Site Staff Update

      StarMade was approved as an alternative to Space Engineers on alternativeto.net. http://alternativeto.net/software/space-engineers/ It was approved too late to be in place for the end of the free Space Engineers weekend on Steam, but at least it's there now. The devs should probably get in...
    19. jayman38

      Stationary Turrets(Autocannons) possible?

      You might be able to make it work with chained docking. 1. Host ship with a standard docking bay (large docking area) 2. static docked ship with a turret docking bay inside (medium docking area) This will be the static shell for the real missile turret. 3. missile turret ship. The...
    20. jayman38

      Animated water

      For the sake of decorative freedom, I still think it should be rotatable. The visual bubbles don't necessarily have to represent bubbles in water. (Example: Maybe you set up some water behind glass with sideways-rolling bubbles to simulate an updating computer screen. Maybe green water with...