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    1. Nebulon-B_Frigate_FTW

      Linux permissions problem. "EncryptionOperationNotPossibleException: null"

      I got the IOException too at some point, but I think that was only when I tested trying to reuplink with absolutely nothing for login info.
    2. Nebulon-B_Frigate_FTW

      Linux permissions problem. "EncryptionOperationNotPossibleException: null"

      Version: Launcher version 9 OS: Bodhi (based on Ubuntu 12.04 LTS) Problem: Every time I start the launcher, if I've saved login previously, I don't reuplink, and the launcher is not started with sudo, this error comes up apparently when the launcher attempts to decrypt login credentials. It is...
    3. Nebulon-B_Frigate_FTW

      aiming reticle

      Get your friend\'s settings.cfg file, or manually enter the setting in there.
    4. Nebulon-B_Frigate_FTW

      Docking "Target Not Combatable"

      I\'ve been unable to dock an unfactioned turret to a unfactioned ship (pre-chain-docking). For some reason on that one side of my ship (I had ten turret docks and only two were giving me trouble) it wouldn\'t allow me to dock without getting closer. Rapidly entering build mode after activating...
    5. Nebulon-B_Frigate_FTW

      Graphing shields over time in battle with the new shield recharge mechanic (theoretical).

      When I say capacity per second, I mean capacity per second. I.e. if you have 10K shield capacity and the enemy does 10K damage per second, they do 100% of your capacity per second. The R in the equations is the recharge you see in game, and is not what I mean when I say capacity per second. The...
    6. Nebulon-B_Frigate_FTW

      Bug in default AI ship: Isanth_VI

      Someone else has reported that damage to a ship occuring after the blueprint was saved caused fresh blueprint spawns to appear with the same damage to existing blocks. It could be the blocks are all damaged because of players fighting the Isanths repeatedly...
    7. Nebulon-B_Frigate_FTW

      blueprints updating undesirably?

      There have been reports of pirate vessels showing up with pre-existing damage, their Isanth and other blueprints coming with damage when being spawned. It could be that damage to blocks is being given to the blocks in the blueprint and thus causing that issue as well.
    8. Nebulon-B_Frigate_FTW

      Using Glass to see through Opaque Blocks

      This is just a consequence of glass rendering. In order to not make multiple-block-thick windows look horrid, glass doesn\'t render behind other glass. Minecraft does things similarly, but only doesn\'t render if the glass behind is connected to the glass in front. Same for water.
    9. Nebulon-B_Frigate_FTW

      Graphing shields over time in battle with the new shield recharge mechanic (theoretical).

      Shields recharging more when nearly down means that we can't just rely on shields just dropping linearly, so I set out to solve for s(t), the shield strength at time t of a ship under fire from a continous damage source having damage per second D. Something I missed initially was that the...
    10. Nebulon-B_Frigate_FTW

      Logging out/Crashing mechanics

      Ships disappearing on logout would just make logging out an easy way to stop combat. Worse, it could mean a ship would instantly reappear on top of another and make for a collision mess. Logging out should place you where you\'d be if you left the core, but invisible/invulnerable, and tie this...
    11. Nebulon-B_Frigate_FTW

      Self-Docking/Un-Docking AI Ships

      How many times now have people asked for redocking of AI-controlled ships to a carrier? It\'s just something that keeps coming up again and again. Not saying it\'s a bad idea, but rather that it\'s so good that we talk about it so much that other ideas might get pushed to the wayside while we...
    12. Nebulon-B_Frigate_FTW

      2 old bugs that still need to be addressed.

      Two old bugs that continually annoy me and should really be squashed. I'm sure they've been brought up before multiple times, but I think it would be good to bring attention to them again since they happen day after day. 1-Advanced build mode size-by-axis settings don't stay between ships, but...
    13. Nebulon-B_Frigate_FTW

      StarMade Prebuild 0.09439: weapon balance

      This was all assuming the 25% was of capacity. If it\'s of recharge, then there will be a significant difference and I\'ll need to redo it all. Gonna be a pain to do the diffeqs after relating the noncombat recharge to capacity.
    14. Nebulon-B_Frigate_FTW

      StarMade Prebuild 0.09439: weapon balance

      Taking a bit of a shortcut, our now s(t) is s(t) = 4*D*e^(-t/4) + S - 4*D where s(t) is the shield strength at time t in seconds, S is the shield capacity of the target ship, and D is the DPS of the ship attacking the target ship. Here\'s some graphs showing 10000 shields with DPS of 10% shield...
    15. Nebulon-B_Frigate_FTW

      The shield change is not a nerf

      ...and it takes less than 4 seconds for shields to drop from being hit by a DPS of 50% of shield strength.
    16. Nebulon-B_Frigate_FTW

      The shield change is not a nerf

      It takes almost exactly 14 seconds for the shields to drop from being hit by the minimum DPS needed to take them down (min DPS = 40% of max shields).
    17. Nebulon-B_Frigate_FTW

      The shield change is not a nerf

      The parens up there are wrong. Bad things happen when notation is replaced by parens. Also, choosing a better form for calculating C, I got rid of the natural log and the i and the pi and the ridiculousness: s(t) = (5*D/2)*e^(-2*t/5) + S - 5*D/2. This is a much more reasonable form. Here are...
    18. Nebulon-B_Frigate_FTW

      The shield change is not a nerf

      All the game has to do each tick is calculate a linear equation. That\'s it. The differentials are about finding how total shields left change over time (so we can see how long it takes to take down shields or if you can even take them down for a given DPS).
    19. Nebulon-B_Frigate_FTW

      The shield change is not a nerf

      ds/dt = (-200*s(t)/5S+40)*S/100 - D. s(t) we do not know until we solve via ds/dt. Massive derp on my part. It ends up being s(t) = -(5/2)*e^((-2/5)*(t-(5/2)*(i*pi+ln(D))) - (5*D)/2 + S. Real fun equation...but it actually isn\'t too bad when you graph it.
    20. Nebulon-B_Frigate_FTW

      The shield change is not a nerf

      Many mistakes. d(t) =\\= S-s(t). s(t) = S + ds/dt - D*t. ds/dt = (-200*s(t)/5 + 40)*S/100 - D. Stupidly had a t in ds/dt instead of s(t).