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    1. Crashmaster

      WTF Screenshot

      Looks like the server stops for 10 seconds on impact at least going by the picture. Might be where some of those random damage numbers in space are leaking out from. So many damage.
    2. Crashmaster

      Modular reactors still viable?

      I think you might need to double-check the actual output. Since power supply beam with damage pulse slave has a three second tick your supplied power should average to more like 250k e/sec which scales in line with the hard figures I'm getting from testing on unpowered capacitor block cubes...
    3. Crashmaster

      Modular reactors still viable?

      For comparison I had a go at fixing my reactors after reading some of Mered4's info (thanks). Being no longer designed from the ground up they are not optimized and also they never had the most optimized dimensions. 20700 blocks total of which 4600 are power gen producing 1.05 mil e/sec (8200...
    4. Crashmaster

      StarMade 0.185 Blueprint Meta Items

      If a captain of a ship that is in evident danger of capture has the time for the options to turtle or surrender, why would they not just advanced build mode + all symmetries + max build area and recover as much of the ship as possible until cored? I suppose loss of inventory on death might be...
    5. Crashmaster

      Power Supply Beams

      Yeah... Some numbers here; http://bugs.star-made.org/issues/1316 Not a real viable feature at the moment.
    6. Crashmaster

      [unRecruitment] =Sector Red 7= The faction you can't join. 100% applicant rejection!

      Greetings, Name; no one actually, nvm, I joined a faction in single-player already.
    7. Crashmaster

      Thoughts about the recent trailers and equalty between shipbuilders.

      Criticize 'elitist group.' lol hypocrisy
    8. Crashmaster

      StarMade 0.1836 New Tutorial and loads of fixes

      Speaking of beams, beam slave systems in a 1:2:1 setup now suffer a 50% DPS penalty vs. a weapon of the same mass and physical space to pay for their increased range. The previous DPS penalty of 33% was already too much for me to even consider ever using them at 100% but that's just me. Were...
    9. Crashmaster

      StarMade 0.1836 New Tutorial and loads of fixes

      I do not like this "fix" either. It seems as though it is a masking of whatever bug was present by changing the implementation mechanic to hide it under the rug. It does not add anything of benefit to the game and in fact ruins some of the features of the weapons linking system. Previously a...
    10. Crashmaster

      Countering the Death Cube

      Why not use both mass/blocks and dimensions? Turning speeds are based off a ship's box dimensions and then are modified by a percentage based on how much of the ships total possible box dimension volume is filled with blocks.
    11. Crashmaster

      Countering the Death Cube

      These are great ideas. I still think less focus could be put on personally insulting people then the currently employed knee-jerk forum strategy. Also vertical rectangles exploit turning speeds better then cubes - so people should have stopped building cubes long ago anyways.
    12. Crashmaster

      Drone Countermeasures.

      Nuke the carrier ship from out of engagement range with a fast-moving first-strike stealth torpedo bomber before it can deploy it's drones.
    13. Crashmaster

      Blue lava, yellow water, purple poison?!

      Carbonatite lava is black.
    14. Crashmaster

      Ship Building Techniques and Tricks, Post them Here!!!!

      I choose to partially disagree. Engineering typically trumps Fine Arts in the areas of intelligence (specifically), practicality and admittedly, ugliness. Myself though, I find well thought out technical design to be beautiful. I also really like the look of what most other people here do - the...
    15. Crashmaster

      Bug Weapon effect behaviors bugged(missile power and cannon damage effected), NEED HELP VERIFYING

      I'm getting similar issues; did not figure the punch-through effect was causing the massive AMC damage boost (from 1602 to over 40k) since removing the punch-through effect did not reduce the damage value back to expected norms. Boy does it ever chew through ships though.
    16. Crashmaster

      AMC - AMC slave damage change?

      Previously my WIP AMC - 99.8% support AMC slave system did 1602 damage per shot. I shot it again today for kicks and it is now doing over 40k damage per shot agreeing with the info in the weapons tab. There is approx. 36k blocks in 24 groups for both master and slave. No damage difference with...
    17. Crashmaster

      Question about logic triggering weapons computers

      I'm not so sure about that energy loss. My system of 20 reactors producing and transferring approx. 1.1 mil e/sec plus the 1 mill or so from the ship's power gens will show stable power while the power consumed reads in the 21 mil range.
    18. Crashmaster

      Ship Building Techniques and Tricks, Post them Here!!!!

      It pains me that there are so many people who believe it is acceptable to ridicule the ships of others who prefer min-maxing (which typically ends with cubic shapes) while no-one makes fun of poorly-engineered, weak-sauce spess-planes.
    19. Crashmaster

      Question about logic triggering weapons computers

      Well, you are correct, It seems 400-500k e/sec per reactor may be the most efficient mass-wise. One line reactor; @ 300k e/sec one additional block adds 1560 e/sec 400k - 1640 e/sec 500k - 1630 e/sec 600k - 1550 e/sec 700k - 1375 e/sec 800k - 1100 e/sec 900k - 723 e/sec 1 mil - 210 e/sec So...
    20. Crashmaster

      Question about logic triggering weapons computers

      Power gen (previously referred to as reactor) blocks give a bonus that increases the longer the line of power gen blocks is that you are adding them to. So the longer the line of power gen blocks the better. Therefore the larger the docked power generating ship is the longer the line you can...