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    1. Crashmaster

      What have I missed?

      Situation normal in this thread!
    2. Crashmaster

      Binary comparison - simpler solution?

      I'll be interested in further detailed threads. I'd recommend familiarizing yourself with the peculiarities of StarMade's logic simulator presented in this thread; http://starmadedock.net/threads/instant-pulses-and-some-starmades-logic-details.8117/ It might help diagnose unexpected outcomes...
    3. Crashmaster

      StarSide Blood and Steel: Season 2

      No. Four billion dollar destroyers are not designed to 'look good.' Hull design is dominated by the currently most important feature for naval engineering; radar signature. Performance is sacrificed in some ways even to acheive this. I can't imagine you have any experience in real conflict if...
    4. Crashmaster

      How to get XOR gates to hook up with T flip flop

      StarMade logic stops evaluating here to prevent any recursion. The AND block is working as intended by StarMade, the instances of it being on with only one of it's inputs = 1 is because it already met the conditions for being on three logic steps after the user button is pressed. StarMade...
    5. Crashmaster

      How to get XOR gates to hook up with T flip flop

      Well based on a quick glance; there is no XOR block in the game. Only OR blocks. Also as it seems that you have some previous experience I recommend searching the logic forum here for 'instant pulses' to familierize yourself with some of the peculiarities of StarMade's logic simulator before...
    6. Crashmaster

      Greifing or Legitimate Strategy?

      I thought the thread was about wanting a counter. It seems more so that you need to automatically kill anyone who dares to launch one in your direction.
    7. Crashmaster

      Greifing or Legitimate Strategy?

      Would putting the 'fire at enemies' , 'fire at enemies and neutral' and possibly 'fire at neutral only' options into the AI menu work or cause other problems? Faction entities and missile would be naturally excluded from the target list. You could have short-range neutral defenses with...
    8. Crashmaster

      Shipyards on ships allowed if the first docked entity is a station

      Or stop just out of range. Press 'm,' add faction block and rail dock, dock and start production and push-launching of drone clusters?
    9. Crashmaster

      Block count is off

      I've been noticing removing blocks can lead to 'ghosting' of themselves or blocks that they had obscured. The block is still visible but cannot be interacted with. Getting out and back in the ship and placing a block on the affected blocks seems to 'fix' it. Related? don't know, don't really...
    10. Crashmaster

      VolksSchiff

      So after the holy grail of high frequency, usable signal and lag resistance I reworked the VSExpandable clock idea to try and be more resistant to lag. Seems good so far. It's made it though a couple auto-saves and large entity loadings without synchronization. The rotator set-up is the same...
    11. Crashmaster

      Approx 9 million power generation in approx 70,200 cubes

      This is starting to sound like a bug; 1. pull shields from main ship 2. suffer 20% loss putting them back in main ship 3. ??? 4. shield profit! Either that or non-vanilla config settings somewhere.
    12. Crashmaster

      Sleek armed perma-cloaker

      Many thanks; http://starmadedock.net/content/scoundrel-stealth-ship.3477/ have at 'er.
    13. Crashmaster

      Scoundrel Stealth Ship 9.0

      Sleek armed perma-cloaker 990 000 e/sec, 660 000 power, 1.5 thrust-to-mass armed perma-cloaker/ jammer. 6280 shield, hauls and cloaks two AMS turrets, a little fold-wing shuttle with about 30 seconds of cloak and one of two weapon modules. The cannon or missile module is docked in the hollow...
    14. Crashmaster

      Viability and shape of dangerous stealth ships?

      Scoundrel; It's designed around continuous fire while still cloaked as opposed to the standard de-cloak and alpha technique. http://starmadedock.net/threads/sleek-armed-perma-cloaker.21075/
    15. Crashmaster

      Conway's Game of Life circuit development thread!

      The pulse shortener is Olixnos'. I'm referring to the bunch of and gates used to check the state of the binary counter and it's paired not gates. The binary decoder if you will. This should be separate from the tick that increments the counter. You've probably already found this one...
    16. Crashmaster

      Conway's Game of Life circuit development thread!

      I don't remember specifics from Olixnis except the 'pulse shortener' the most useful trick of all IMO. If you have a two-state 'on/off' clock and try to use 'not-off' as another 'on' you end up with constant 'on.' With the 'pulse shortener' you shorten both 'on' and 'not-off' to momentary...
    17. Crashmaster

      Conway's Game of Life circuit development thread!

      There's this thread; http://starmadedock.net/threads/volksschiff.8648/ Pictures of your uploads would be nice. I would like to see what I am considering downloading.
    18. Crashmaster

      VF-1S core transformation - now with resonable speed!

      Brought this 'ornament' back to re-fit with hull in place of advanced armor and redesign the control clock. The weight savings means the enhancers it can hold are now enough to run the rotators at normal speed. A faster transformation means that the main sequence clock is now small enough to fit...
    19. Crashmaster

      BUILD CHALLENGE: Torpedoes, launchers, magazines!

      Motherboards weight 0.01 as well and look a bit more solid IMO.