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    1. Edymnion

      I feel like we need cargo transfer technology next...

      Could always just put salvage beams in the drill and pretend like its drilling through. Actually, a spinning salvage array would be great.
    2. Edymnion

      Change to game systems scale.

      Have you seen how much empty space is in say the International Space Station? Or in a submarine? Real life, people build ships around the systems they are supposed to hold, they don't build a hull and then try to fill them.
    3. Edymnion

      Stack Like By Default

      I know we can edit the config to do this ourselves, but it would be nice to see as the default. Make things that area always going to be used together stack with each other. Computers and their modules spring to mind. Power/Shield generators and their capacitors. All of the logic blocks...
    4. Edymnion

      Section 31

      Sweet Jeebus it takes a lot of sapsun to make this thing! However, I take pride in knowing that I am building this by hand, block by block, instead of cheating with SMEdit.
    5. Edymnion

      Change to game systems scale.

      Well, are you just dropping blocks in solid groups, or are you using efficient power design principles? If so, then you can always make internal docked power reactors.
    6. Edymnion

      Salvage Beams: Use All Linked Storage

      Ran into this once and worked around it. Rebuilt my ship and forgot to put the work around in it, ran into it again. What is it? Massive amounts of lost resources due to the ship's inability to use all of it's linked storage space correctly. I go out mining for a specific resource due to...
    7. Edymnion

      Change to game systems scale.

      Congratulations, you've increased the power of a ship ten fold. You also increased the power of their ships ten fold as well. You haven't solved the problem you faced, you've only inflated numbers for no reason. You said you built your ship the way you wanted, then saw what other people were...
    8. Edymnion

      Mass Saving Techniques?

      Depending on how long it takes me to finish the hull of this ship and start getting systems added, I might be able to use a push pulse engine. Yes, they still count as mass, but they only count as *HALF* mass. Thats where the savings come in.
    9. Edymnion

      Ship Turning Mechanics make NO sense whatsoever!

      They do appear to be off compared to real life physics, if what he said is correct. Roll - Longitudinal axis, nose to tail Yaw - Vertical axis, up through the middle of the craft Pitch - Lateral axis, wingtip to wingtip Longer ship should affect pitch and yaw, but not roll. Wider ship should...
    10. Edymnion

      Mass Saving Techniques?

      Lol, there's having a lower ratio, and there's ships that size just being faster and easier to charge the jump drive to go one sector than it is to actually accelerate to it. :P
    11. Edymnion

      Ship Turning Mechanics make NO sense whatsoever!

      Well you did ask how it made any sense at all, and it does make sense in light of the idea that the attitude control for ships is of fixed power regardless of size (which is what doesn't make as much sense). I would personally rather have it this way than the alternative that makes the most...
    12. Edymnion

      Ship Turning Mechanics make NO sense whatsoever!

      Well there is some real world logic to this. Think of an ice skater who is spinning. With her arms out, she spins slowly. When she brings her arms in closer to her torso (the axis of rotation), her spin speeds up. Its because though her overall mass stays the same, as she moves some of it...
    13. Edymnion

      Mass Saving Techniques?

      So I'm building a ship that is going to be quite large, which means its going to be spending a LOT of power on thrusters just to move. So, one thing I'd like to do is to implement as many mass saving techniques as possible These are the three I can think of right away, does anyone have more...
    14. Edymnion

      Hotbar Logic: Its here!

      Huh, I thought you could. Nevermind then, nothing to see here, move along!
    15. Edymnion

      Clock Block

      Slave the clock to an activator to act as the on/off switch. Its the same thing you can do now by simply pairing the clock pulse output to a switch via an And block, so that the output only goes out when the switch is on and the clock pulses. Just let the clock block (god I hope I continue to...
    16. Edymnion

      Hotbar Logic: Its here!

      Radar Jammer and Ion Effect are both passive combat abilities that don't need to be aimed. You could set both of those up to activate off of one logic switch.
    17. Edymnion

      Combat Music

      Well, I think its a safe assumption that things like music and sound cues are going to be in the game later on. We do need to remember, this is still an alpha. Things like music are really the last pass kind of thing for me. Bake the cake, then ice it.
    18. Edymnion

      Server to Server Gate/Portal?

      I can see a big problem with this though. Different servers can have vastly different settings that will make the ships between the two either drastically different in power scales, or completely unworkable in the first place. For example, the first server I was on had mining cranked up x35...
    19. Edymnion

      Newbie questions (very basic stuff)

      Just FYI, this game is like Minecraft. Each universe is proceduraly generated and random. No two players will ever see the same exact universe unless they are playing on the same server.
    20. Edymnion

      Clock Block

      Just saw the picture from the latest dev build where it looks like we're getting a dedicated flip flop block. Long as we're putting out logic blocks that we can already build that will save us time and space, I'd like to request we just go ahead and make a clock block. I mean, I'm already...