Thanks! The reactors can be turned on/off via hotbar logic (which is connected to wireless logic), so it's pretty convenient. There's buttons in the reactor rooms to make them slide in/out of the ship. The only flaw is that the underside turret has to be undocked for the reactors to come out but...
That's if it's a faction mate, otherwise not happening. And if it really is a faction mate then it's usually pretty easy to determine who did it with online times, etc...
A post I made with some theorycrafting before the current weapon system came out. It'd be entirely possible to create this system in the current version of the game.
The grey sections are 11 wide. I spaced them out by 49 blocks (from the middle), since that's the maximum (well, max is 50 but I didn't want anything to mess up so I stayed on the safe side).
To be honest it's probably safer (and faster) to just blow up a ship and make it overheat. Simply factioning a ship has NEVER been a safe measure against theft.
It does... You probably didn't have the shipyard computer selected so there was nothing for the modules to link to. I had no problem shift-V linking the modules to the computer while building my shipyard.
Sometimes avatars bug out for the person that changed it and take an eternity to update, while it changes instantly for everyone else. I suspect that you're experiencing a similar issue here. Try clearing you browser's cache, it might help.
Update 31: Wing turrets rail refit
Finally done refitting the wing turrets looks wise. I had zero inspiration on how to make the fact that they float look better, so don't judge it too harshly :p. For those that missed the previous post I made on it the turrets are now part of the same entity...
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