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    1. Sven_The_Slayer

      Salvage and Refining

      I believe this is going to be covered under "Capital Ship Systems" It has yet to be decided what trade offs adding currently station only systems to ships will be.
    2. Sven_The_Slayer

      Best logic to activate a jump inhibitor in a pirate?

      Oh yeah that's very do-able. If the jump inhibitor does in fact act just like a t-flipflop than you can just have a t-flipflop keep track of the state of the inhibitor so when you dock it makes sure to send one more pulse to both if they are on.
    3. Sven_The_Slayer

      Bigger weapons should have greater range

      You want more range you have to use beam slave on your cannons or fire missiles. Most large ships are nothing more than flying machine guns currently so I think it would be really bad if they could shoot super far as well.
    4. Sven_The_Slayer

      Best logic to activate a jump inhibitor in a pirate?

      My guess would just be the basic clock as being the best and I don't see any need for anything more complicated. The pirate ships will spawn and the logic clock will start ticking thus activating the inhibitor. Easy as pie.
    5. Sven_The_Slayer

      Best logic to activate a jump inhibitor in a pirate?

      If your only concern is docked pirates draining your jump drive you could easily rig the clock up to an activator next to your rail docker. That way the clock is off when the ship is docked and active when flying... Of course because they act like flipflops it may dock in the on state... hmmm...
    6. Sven_The_Slayer

      The turret thread

      I've finally gathered all my turrets into a single location so I can easier work on new ones, refit old ones and know which turret is the most up to date I still have a lot of designs in need of love and a few here still need a few tweaks. I can now fly ships here and window shop for...
    7. Sven_The_Slayer

      United Colonial Systems Shipwright

      My refit of the Chisel can, unintentionally, dock perfectly to the USD-Airlock of the Maul Or you can carry one on one of the cargo mounts The Maul also, unintentionally once again, had exactly enough jump modules to cover the extra weight added by a stowed Chisel. The Maul is probably...
    8. Sven_The_Slayer

      Kill Logic pipes

      I just built this circuit today in a way that I could see exactly what was connected to what at a single glace, this was quite important for the construction of the the thing. If it was just a bunch of scatter logic blocks, it would make no sense, if I could only see the pipes on a selected...
    9. Sven_The_Slayer

      United Colonial Systems Shipwright

      Our Engineers have been hard at work trying to design a new standardized Airlock/ USD combination. This is the circuit laid out as best I could to manipulate connections in a clear an concise manor... It got a little confusing towards the end but I was able to squeeze every bit of circuitry...
    10. Sven_The_Slayer

      Suggestion: Limit Reaction Images?

      The question is, if you just posted just "No" instead of an image of saying "no" would that be accepted as a valid response by moderators? If not than there is a double standard.
    11. Sven_The_Slayer

      Power regen outage

      Perhaps it took a hit when you were not in it. Look to the left of the screen where your HP values are for shields, armor, and system. What are their values?
    12. Sven_The_Slayer

      Advanced Build "Show only block type X"

      Even just the ability to highlight certain blocks inside a ship would be great. I can select a computer to see where it's modules are but there is no way to do the same for shields, power, hull...
    13. Sven_The_Slayer

      Power regen outage

      Yeah what they said, your ship is damaged, hit Y and reboot. I actually had a ship over heat because it was damaged and I added a ton of extra system blocks to it.
    14. Sven_The_Slayer

      Space Hauler

      Yeah a couple of strategic stripes here and there can make all the difference too. Using thrusters works well as they are functional and break up the monotonous of an all grey ship.
    15. Sven_The_Slayer

      Native Punch-through Effect on Cannons

      Oh yeah, sorry, I was just going off the penetration test I did, only had a few minutes to grab the power consumption. Overdrive is 3x damage and 6x power consumption for similar sized guns. Now that raises a new question, if the damage of the overdrive should technically be more than pierce...
    16. Sven_The_Slayer

      Native Punch-through Effect on Cannons

      Practical tests confirm 2 times damage and 6 times power though.
    17. Sven_The_Slayer

      Read by Schine Logic copying display blocks

      I really want this feature for my elevators. I could more easily tell what floor the elevator is on without needing a light per floor.
    18. Sven_The_Slayer

      Native Punch-through Effect on Cannons

      You are right, the damage is 2x and the power consumption is 6x... I don't think that's the way it is supposed to be.
    19. Sven_The_Slayer

      Native Punch-through Effect on Cannons

      Yes adding effects is still beneficial. Each cannon is 1000 modules, 500/500 for ones with effects. While you do get a natural punch through effect the different effects change how this is applied. Peirce does double block damage but deals no shield damage at 100% so you can see it...
    20. Sven_The_Slayer

      Read by Schine Jump Drive as a Slave and Master System: Charge lasers, jump drive diversity, and more!

      Easy, it only works on faction or allied ships and maybe neutral for those who really want to haul asteroids around.