The difference is travel time, beams are instant but cannons have to compensate for time it takes to get to the missile. This adds error where missiles can have moved out of the way after the shot is fired.
Missiles are the only weapon that can be intercepted, that's a fairly large restriction. Schema decided that instant travel hit-scan beams against missiles would be OP and the last thing we want is useless missiles again.
There are a lot of missile bugs that need to be address though. They...
Cannon Cannon Defense Turrets. If you are playing single player make sure you have your difficulty set to high so the turrets are actually accurate enough to be hit missiles.
The game does need a full economy overhaul... Personally I don't even think the game needs AI controlled shops anymore but rather a different way to acquire the money needed for spawning or repairing space stations.
I love original ships that look like they belong in a fleet together. There is nothing wrong with single unique ships but when I see an entire fleet of ships that are all unique in their own right while looking like they were made by the same government/shipyard/military entity, that's just the...
It would be nice to spawn turrets already docked but in the mean time here's some tips:
Also when shipyards are implemented we should be able to repair a ship to a blueprint including all docked turrets so when that's in the game you should never have to manually replace turrets again unless...
Different orientations do not take up different IDs as far as I am aware. It should be 30 IDs for all the hull types, another for glass, and 8 more for armored glass variants. Unless my math fails me (which it might as I need to hit the hay) this would be 39 ids max.
I've already built a Smart Factory that allows you to select the type of hull you want then it pulls exactly the items from storage it needs and then crafts the block. If you don't have enough resources to craft the hull type you selected the machine stops and throws out an error.
So it seems...
I too would like to see these settings separated. That or instead of just adding projectile spread difficulty could adjust the AIs reaction time/ tracking speed.
Easy Difficulty AI will have 99% Accuracy at 10 meters
Medium Difficulty AI will have 99% Accuracy at 30 meters
Hard Difficulty AI will have 99% Accuracy at 100 meters
Mean Difficulty AI will have 99% Accuracy at 1000 meters
Easy is best for new players who won't be using turrets. Missiles...
That should be really easy to achieve with just the light wired to the OR gate from the chest, no need for complicated pulses. The only problem is you would need a way to manually turn off the OR gate when you empty the chest, or use a dump chest to pull the items out before you remove them...
I imagine the best option is just to make it an config option. It could either be a flat value or a percentage of the max speed. If servers want 100% dead in space capitals it should be their decision.
Yeah I'm not a big fan of the idea that capital ships cannot move. Not being able to zip around like fighters is fine but you should at least be able to maneuver.
It's quite possible, I can think of two tricks to get the job done. I'm not sure exactly what your trying to sort and how many.
Anyway, you can wire the OR gate into an item clock and make that pulse every cycle as long as the OR gate is high. You can also rig up an intermediate chest system...
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