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    1. Thalanor

      Snataris Colonial Fleetyards - NEW: HoloSuite Ultimate Edition

      To make your experience perfect: google for "unicode hair space" to pixel-align text after doing the raw adjustment with ௌ
    2. Thalanor

      Logic Cortex -Programmable Microprocessor (WIP)

      With 255 unicode characters, technically one display block can store 4 kB. It is most likely not practical to make use of that full potential for starmade ingame purposes, though (especially since you really don't want to use all of unicode).
    3. Thalanor

      Snataris Colonial Fleetyards - NEW: HoloSuite Ultimate Edition

      Concept art for a 3m wide hololog for a CIC that can display 10 lines of text, each line with its own color. This is just a mockup for now, the actual logic I will still have to build (it is possible though). Made by using the divine character " ௌ".
    4. Thalanor

      With " ௌ" (unicode character) you can create text floating up to 30 blocks away!

      With " ௌ" (unicode character) you can create text floating up to 30 blocks away!
    5. Thalanor

      Logic Cortex -Programmable Microprocessor (WIP)

      Yeah the awesome part about display blocks is that essentially, they store as much data as a hall full of 1bit RAM elements previously did. One can easily encode the state of 32 activation blocks into a single 32-bit integer, store it in a display module, and then convert it back from display...
    6. Thalanor

      Ultra-wide single unicode character for display block spacing shenanigans: ௌ. Renders barely...

      Ultra-wide single unicode character for display block spacing shenanigans: ௌ. Renders barely visible ingame, but moves alot of space
    7. Thalanor

      Hologram Display modules

      In essense I love this, but to make it "realistically expectable" (the above suggestion is unlikely to happen) just give us the option to select the offset for the text on a display module (or give us a transparent one), and possibly extend the character count to 512 (and the newlines to 15)...
    8. Thalanor

      Anyone like the idea of only building in shipyards I don't

      Please no. You can't even properly use shipyards yet :p
    9. Thalanor

      Logic Beam Module

      Not a replacement, but a very welcome addition. Also, contact logic.
    10. Thalanor

      Advanced buildmode: "Hide non-linkable blocks" mode

      Essentially, this would only render blocks with a linkable function (weapons, effects, logic including display blocks), and other blocks would neither show nor get in the way. In this mode, only C-V-able blocks can be placed and only if their intended location is not yet occupied. This would...
    11. Thalanor

      New "passive" AI type setting for rail ship parts - solves many problems

      The "passive" setting would automatically apply to entities without an AI module and without turret docks. However, I would want to avoid people being able to protect their turrets by switching them off - they are still meant to be vulnerable, offline or not (imho).
    12. Thalanor

      New "passive" AI type setting for rail ship parts - solves many problems

      The thing is that this would not be possible without an error-prone rewrite of parts of the core engine. The ship core concept is deeply rooted in the engine, and for similar reasons there has been no core relocation mechanic in-game yet either. It would of course be awesome to do both these...
    13. Thalanor

      New "passive" AI type setting for rail ship parts - solves many problems

      True, its a really rare use case but it wouldn't do harm either to keep it a toggle setting (I'd really make the inherit state default though, but thats a minor thing). I think I don't understand fully what you mean - the point of 100% shield sharing for "passive" docked entities is that these...
    14. Thalanor

      New "passive" AI type setting for rail ship parts - solves many problems

      A core is a necessity if it is supposed to be able to move (independently), since every entity in the game is internally represented as a nested tree-like structure with a core as it's root. That is annoying for small doors etc, but not avoidable.
    15. Thalanor

      New "passive" AI type setting for rail ship parts - solves many problems

      Current problems: 1. Turrets (and docked exposed drones) obviously should only be protected by mothership shields until shields drop below X%. Moving rail parts on ships that have pruely aesthetic / door purposes should get full shield protection, and be considered "part of the hull". 2. Docked...
    16. Thalanor

      Elwyn Returnity

      Whee - some questions (first one is the same as Lecics): - Which faction point config? - Will you keep the ship config (weapons, energy, shields, thrust etc...) vanilla or at least in a state where ships optimized for vanilla will still be optimized? For example weapon/sector range increase...
    17. Thalanor

      Charon 2.0 - A WIP super titan [Update 5 : new medium turret]

      Would be a shame if you couldn't enjoy it fully loaded in :) One day we will surely be able to see ships of this size in combat with fluent FPS, until then, we can at least admire them statically. Large turrets put holes into thermal conduit paste as much as they put holes into virtual...
    18. Thalanor

      Implemented [auxPower], [auxPowerCap], [powerTotal], [powerTotalCap] for display blocks

      Seems to not be public, but works now that I registered (which I wanted to do sometime anyways) :)
    19. Thalanor

      primary damage beams use crystals to optimize distance

      Thing is, in the puny range that beams have, cannons would hit their mark just as well. Half range is too much of a punishment for the hitscan benefit which doesn't even have notable advantages that close.