Search results

    1. Mered4

      Crystals, ingots, motherboards, circuits?

      More incentive for transport ships? Why the hell not!
    2. Mered4

      Executor-class Star Dreadnought 1:25 Scale, IF Shipyards [RELEASED]

      6 Hour Update: Completed the Hangars and laid the foundation for the Hangar Greebling Interior Hangar:
    3. Mered4

      Starmade Shipwrights Alliance [SSA]

      Username: Ender Preferred Style: I'm all over the place, but I mostly stick to smooth ships with a utilitarian design that echoes their functionality. Recently I have been learning how to build good systems and effective combat ships with my engineer, so most of my recent builds are both sexy...
    4. Mered4

      Executor-class Star Dreadnought 1:25 Scale, IF Shipyards [RELEASED]

      RELEASE LINK: It's here! TURRETS: Dropbox Hey guys! Ender here. I'm starting work on an Executor remake. I'll be keeping to the model as much as I can, but I will be adding and subtracting some small details due to the limitations of Starmade. The ship will be combat capable in some sense -...
    5. Mered4

      Developer Q&A - November 2014

      When is the update on ship movement, control, and aiming going to hit the DEV builds? I heard something was in the works, just wondering if there is any ETA besides SOON.
    6. Mered4

      Make Warp Gate routes not visible for everyone

      You can already faction lock gates with doors. It's just insanely hard to do this with large gates because of the lag involved.
    7. Mered4

      Make Warp Gate routes not visible for everyone

      I've had this happen three times already on mfleet. Spend three hours on the network, lose it in 15 minutes to people who are bored and want to kill something while I take a lunch break.
    8. Mered4

      Modular reactors still viable?

      Simple - my math makes something work that others claim shouldn't.
    9. Mered4

      Inter-Server PVP Tournament 2014 [SERVER OWNERS]

      They are jealous. We have rainbows. And everyone likes rainbows.
    10. Mered4

      Modular reactors still viable?

      It's the lag and the game compensating for it. It misses a tick, then does two because the previous one lagged. I use a balanced amount of power caps to manage it.Here, have some candy: I wouldn't attempt to extract the design of this thing from this end pic. The innards are a mite bit...
    11. Mered4

      It is Time to Retire the Power Regen Cap (Read Before Commenting)

      I use a half-second clock for mine. It works for some reason - my engineer friend couldn't get his to work for the full 15 second pulse either. Not sure as to why.
    12. Mered4

      It is Time to Retire the Power Regen Cap (Read Before Commenting)

      Not if you recalibrate them :D My numbers are for my sandbox, which uses the vanilla config. The MFleet's config is not vanilla, but, afaik, doesn't change anything regarding power supply beams. Tomino_sama: Anything special I do not know about? or Dalmont. Any of you fine folk :D
    13. Mered4

      Modular reactors still viable?

      Is there a reason no one believes the math and evidence I've presented? Do I need to start posting pictures/videos?
    14. Mered4

      Modular reactors still viable?

      *facepalm* I don't need to double check -I've built TWO of these reactors in the past four days as we were discussing this. They all have better ratios. Use Damage Pulse Modules. MANUALLY TEST THE NUMBERS, do not use the weapons menu.