Yeah this is my understanding as well. They currently have no group benefits, but there will be another trust change in the future so this may not always be the case.
Cloaker/Radarjammer: Must have a certain blocks/mass ratio to work efficiently.
Radar and Cloak only needs the computer and enough power to run the effect. This is based on how many blocks your ship has. I forget the actual numbers though.
Turret and AI accuracy settings are based on whatever difficulty setting you use in single player or set via the config by the server operator.
Easy = 10
Medium = 30
Hard = 100
Mean = 1000
I myself never play on anything but hard.
about 5,000,000 credits an hour
I think the biggest thing for me is I already use red flashing lights as a warning indicator on my ships. They are usually rigged into the mechanism controlling hanger or cargo bay doors so when the doors are open, the light's blink warning the presence of...
There are a few points I don't agree with personally but most of it looks good. A lot of these could vary simply depending on military regulations or RP lore. If you RP cybernetic beings that can survive in vacuum than a lot of the normal features would be unnecessary.
Most of the other...
The bigger you go the faster it will be. All my arrays are 10 long with an equal part cannon slave and that works fairly well. My next bigger salvage ship may go up to 15 as I don't want too much distance between the front and back arrays.
So here are the values. Changing the difficulty in the launcher seems to only adjust this one value. Easy enemy AI means your turrets suck too (which honestly for a better difficulty curve this probably should be broken into to two values, friendly AI and hostile AI. You may want derpy...
The configs could be wildly different, meaning some ships may be better than others in a different "singularity universe". This doesn't prohibit them from both existing and wouldn't need to have identical rules. Simple changes like server speed or more complex like how shields regenerate/...
The system was set up on a clock, and it had area triggers in a grid form spread out on the side of each ship. If a passing by ship tripped one of the area triggers it would fire a shotgun blast out the side.
Now the point of it being a separate block? Nobody who uses area triggers to open...
What I do for my salvage arrays is I create a waffle pattern of salvage and slaved cannons, and behind that I do the same thing but offset. This allows for a complete wall off salvage beams without needing a logic driven two computer system.
You can check out my salvage ship to see how that's...
The fact that the missiles are almost always invisible doesn't help either. Even if your ship is capable of shooting them down and you are looking directly at the ship shooting you, you're dead because you can't shoot what you can't see.
There is options in the config that allows admins to control any structure regardless of faction ownership. Combine this with tab + f8 and you can simply jump into the core of a ship.
ADMINS_CIRCUMVENT_STRUCTURE_CONTROL = true //admins can enter ships of any faction
1. While a needed addition try using a jump drive, it will significantly reduce the time traveling.
2. Kill a pirate station and use a log book that you can usually find. I'm not sure you can get these any other way yet but there may be an admin command. It's not an ideal solution but it's a...
Yes and there is nothing stopping you from doing these things if there was a separate trigger block but you would not want the regular area trigger doing this as that is asking for trouble when circuits get bombarded with inputs from things that shouldn't be setting them off. I did see a ship...
Isanth Type Zero Mb fire sniper missiles or as I like to call them "Radar Missiles". It has been my experience that these are typically rare so you shouldn't see them too often.
Your best defense against them is to equip your ship with a radar jammer and keep it on as if they cannot get a...
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