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    1. Dr. Whammy

      Chunks only load at close range. Full fly-through required to load

      When I spawn some larger ships/structures, they do not completely load. Instead the nav icon appears with some or all of the structure remaining invisible; showing only logic pipes. - If I approach the structure, chunks will quickly appear when I come withing about 100 meters. - A build...
    2. Dr. Whammy

      The ability to dock your ship with an extendable/retractable arm

      Cool concept but possibly a programming nightmare in practice. For now, I just take Judicator Aldaris' advice and construct additional pylons! Essentially, I use docking arms that extend from the station rather than the ship. It gives it that space port 'pier' and 'harbor' effect. My...
    3. Dr. Whammy

      Ship Dealers

      JinM is correct: Once you post a screen shot, your aesthetic touch is up for grabs for others to emulate. Once you post to CC, the design in its entirety is up for grabs. Meanwhile, CC does list you as the original author and your screenshots are a basic proof of authorship. I can't speak...
    4. Dr. Whammy

      BP Spawn to Docking

      Yeah. It's great in creative mode but kind of limits what you can do in survival mode; which is unfortunate since you can spend a lot of time replacing damaged/destroyed fighters and turrets after a fight. Hopefully, they'll improve on that feature. Glad I could point you in the right...
    5. Dr. Whammy

      BP Spawn to Docking

      In Build mode, point the cursor at the rail/turret axis you want to spawn to. Go to the blueprint screen and select the unit you want to load. Check the box to set as your part of your own faction. Check the box that says spawn docked. If you were aiming at the rail, your entity will appear...
    6. Dr. Whammy

      Ship Dealers

      This is good info to have and may lead toward a solution everyone can agree on. I took a brief look at the rule sets but found them counter-intuitive. Maybe a few (dozen) cups of coffee will help...
    7. Dr. Whammy

      Turrets hitting the ship they're mounted on

      Confirmed. - This change was made after both power 2.0 and the weapons update. - Turrets can be blocked by your own ship. - Turret weapons will not damage your ship or other docked entities. - Explosive weapons (missiles for example) are NOT rendered inert on impact and can still kill you...
    8. Dr. Whammy

      Petition for Auto-Chargin Systems as DEFAULT

      As far as I've observed, fleets never actually jumped but rather moved in an unloaded state with a predetermined ETA. It was a broken mechanic, which I tested by making a ship with no thrusters or jump drive then giving a "move to" command. The ship appeared at the edge of the sector and...
    9. Dr. Whammy

      Bug No power getting to the turrets from the main ship

      I had a feeling that was the issue. Mass enhancers are a must for any docked entity over 50 mass. Glad you figured it out.
    10. Dr. Whammy

      Petition for Auto-Chargin Systems as DEFAULT

      Yeah. I wasn't expecting that. I could see this function putting a player at a big tactical disadvantage. Get shot with a powerful weapon, lose your shields and take damage to the reactor or a chamber, Suddenly you have a massive power failure and can't recharge shields or return fire...
    11. Dr. Whammy

      Ship Dealers

      Do you see this kids? THIS is why the United Star Axis doesn't outsource ship building.
    12. Dr. Whammy

      Ship Dealers

      True but even the builder can't upload/save his own designs with current BP restriction server configs. We need something to limit who can directly copy a BP. Time and determination would still allow a copy cat to dupe your work but not before you sell enough of it for the copy cats to no...
    13. Dr. Whammy

      Ship Dealers

      Well... we're gonna need to manufacture some parts. Let me power up my factory... Edit: Do you guys prefer the shipyard idea or spawnable blueprints?
    14. Dr. Whammy

      Bug No power getting to the turrets from the main ship

      Is ANY part of your ship or turret part of a fleet? If so, remove it from the fleet. Fleet units automatically charge their jump drives resulting in a massive power loss.
    15. Dr. Whammy

      Bug No power getting to the turrets from the main ship

      Can you describe what you mean by "spazzing out"?
    16. Dr. Whammy

      Ship Dealers

      The shipyard would be better suited for the simulation tour if you wanted to have it visible to everyone during a tour. On the other hand, it's probably not even necessary since a virtual tour does not have a size limitation. For planet bases, I'd suggest integrating copy/paste templates...
    17. Dr. Whammy

      Bug No power getting to the turrets from the main ship

      When you had a weapon set up, were you able to fire the turret?
    18. Dr. Whammy

      Ship Dealers

      Sounds good but buyers will want to tour a sample of the facility before buying. Do you think the shipyard can be adapted for this purpose?
    19. Dr. Whammy

      Ship Dealers

      We could use a shipyard (a big one) to save blueprints/designs and give virtual tours. If the buyer likes the structure, he can buy a copy of it and place it (spawn-station-style) at his build site to start construction. EDIT: That way, you can show any station that will fit in your shipyard...
    20. Dr. Whammy

      Bug No power getting to the turrets from the main ship

      That's a LOT of turret. Even still, Power 2.0 does not require (or allow) active reactors on docked entities like turrets. Your main ship should be able to power the gun unless the weapon exceeds the ship's power capacity. I can't tell from the pictures but have you placed enough Rail...