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    1. Bladeriker

      Bladerikers_Fleet_Submission_1 - Fixed a few thigns I missed.

      The Lift in the Zoe should now be in the up position so that the maintenance hatch in the elevator shaft can be accessed to connect the wireless logic. And the explosive Computer on the Savant now has modules. (I hate it when I fine things I missed after I place things out for download.)
    2. Bladeriker

      Official Fleets Build Contest

      Bladerikers_Fleet_Submission_1 BLaderikers_Fleet_Submission_2 In my second submission I added a heavy fighter, and a dedicated Transport, lander, Trade ship. I had great fun building these, took about 24 hours in total to get them complete. Helped me to get better at detail :) An Aquatic...
    3. Bladeriker

      Bladerikers_Fleet_Submission_1 - Bladerikers_Fleet_Submission_1

      Found a Glitch I had to fix.
    4. Bladeriker

      Bladerikers_Fleet_Submission_1 2016-04-27

      I have to say that if nothing else this helped me to build better ships. So here are the Shole, a Faction whose ships were designed to resemble space traveling Organic Creatures. (Space Fish) They travel around mining and trading from their mobile stations (Which would be too big for this...
    5. Bladeriker

      Fleets, Carriers, and module ship construction

      I'll have to give it a shot, but remember that this is docked Carrier module, which is docked to a much larger ship.
    6. Bladeriker

      Planned New A.I. Uses.

      I have been playing around with creating Torpedoes. The standard self propelled Topr requires the use of logic, push computers/modules. The standard self guided Torp requires a bobby A.I. a weapon system, logic, and push effect. Adding an option to the Bobby A.I. for Torpedo might be nice...
    7. Bladeriker

      Capital Ship Main Cannons.

      I was trying to avoid moving parts for the most part, but as beams are 5 ticks per sec I just set it so that I could start stop it as needed (Well kind of as I used an "And" block) Still Ripple Fire Missiles, and Auto Cannons are nice too. I do enjoy how creative one has to become in Starmede...
    8. Bladeriker

      Macross SDF-1 Battle Fortress transformation test

      So Beam-Beam+? I'll have to link my main cannon some time. Its constant fire 3km Beams with different effects.
    9. Bladeriker

      Suggestions please <Ship Design>

      Have you considered creating docked modules that are beneficial to the ship and give it the look you are going for? One of my Ships at the start: And after Modules. mind you this ship does not look this way anymore, as a designer I like to improve my designs as I get better. here is one of...
    10. Bladeriker

      Macross SDF-1 Battle Fortress transformation test

      Nice, love this build, keep up the good work. Also are you going t try to make a functioning Reflex Cannon?
    11. Bladeriker

      Read by Schine Power usage to adjust shields, weapons, thrust

      And as players become better at ship building logic becomes easier to use and manipulate. That is the point, a Frigate will have more need for power manipulation than say a Fighter or Corvette. Thus to have a single pilot fighter (that should be calibrated when it is being maintained in the...
    12. Bladeriker

      Capital Ship Main Cannons.

      I remember watching "Robotech", may years ago and seeing the "Reflex Cannon", on the SDF1, this was followed by the "Death Star's", main cannon, and then the "Buster/Mega Buster Cannons", from the "Gundam", series and thought of how it would be cool to have a ship with such a weapon. I have...
    13. Bladeriker

      Fleets, Carriers, and module ship construction

      I tried that, had the same issue. So I'll place that one on the back burner for now, though I do see them making docked rail pick up a thing for the future.
    14. Bladeriker

      S.C.R.A.M. Shipworks and Armory

      I'll be uploading the Myelin later today. Decided to use links to my uploads instead of uploading to this page. Have a Bomber I plan to upload shortly. may start working on Cutting Lasers soon.
    15. Bladeriker

      Fleets, Carriers, and module ship construction

      So I have been reworking one of my first heavy ships and I came across a issue that I needed some help with. What you are looking at is a hanger Module that is attached to the main ship. Within the hanger are 4 fighters each with launch and pick rails. The issue is that after I launch them...
    16. Bladeriker

      S.C.R.A.M. Shipworks and Armory

      The S.C.R.A.M. Shipwrights and Armory attempt to the create weapon systems and ships for those interested in Combat. Here is a break down of Ship classifications by category and roll. Light Craft: Ships that are single pilot or AI controlled. Typically fast and agile, tend to be between 1m...
    17. Bladeriker

      Classing Ships for Fleets

      Cool power set up. I like the idea. what about more lateral based ships or ships that are wider than the are tall/long :) as I enjoy to think outside of the box. I have been playing around with a ship that kind of looks like an Angel Fish in shape.
    18. Bladeriker

      I will have to find time to get that done. Thank you for the advice.

      I will have to find time to get that done. Thank you for the advice.
    19. Bladeriker

      Rotating objects and logic: My Questions.

      Thanks to this community I have gotten much better with Logic than I was when I started. However, I am still having difficulties with objects that are rotating and logic. Now I can make a spinning shield for ships. I can start it and stop it as needed now. (Fun Concept ship I'll have to post...
    20. Bladeriker

      Auto Cannon (8 Barrel) Logic Driven - GX1 (MK1) Autocannon

      This is the GX1 (MK1) Auto cannon. Includes: Rail Docker. Fully Logic Driven (No moving parts). Wireless function. Fires Explosive and Punch Through Rounds. Red and Blue Tracers. 2 shots per sec. Range 6KM. Fixed forward firing (Working on Turret Mounting) Self Sustaining in current state...