Does this contribute to the thread? No? Why don't keep such flaming stuff out?
It's the dev teams job to allow admins to do this efficiently.
If they don't see this point, they don't care about whether the game has success (except on a theoretical paper).
It's a lot better if the game tells...
Well, if you can't use that much information per cycle, there is ofc no use in it.
It would be interesting if both the positive and negative part of a clock cycle is used to transfer information.
If you deflect a projectile 180°, you have the same material stress as if you would stop it.
If you talk about deflecting it 90° (a half circle), you have 1/2 the material stress - just divided over a larger area.
IRL materials consume a part per time without taking damage.
That's what makes...
Maybe you could build a NOT-Equivalent to it to have something working at the intermediate phase.
Also I hope you have seen my over-clocking thread in General Discussions. I hope your CPU is stable enough for over-clocking :D
Does it add to a storage which is depleted by mass which is moving:
Just like reactors -> capacitors -> guns?
Or is it more complicated like:
You have no power for 1 second and everything gets a short "lag"-spike in movement / turning?
They drained x% of total requested power, thus speed =...
You neither did read the whole - just like Ithirahad.
You BUFF big ships by increasing block-efficiency in big arrays.
You NERF big ships by nerfing big arrays of guns (and maybe shields) vs small ships. This is an indirect nerf !!!)
Indirect, because ships have to be prepared for both - A...
Perhaps you should separate into memory controllers, banks and chips.
Summary
Controller : Handles multi-request stuff and parallel accessing of different Banks
Bank : Handles chips -> enable|set, write-back and addressing of Chips.
Chip : Handles addressing of bits. And set|enable of bits...
Ty for your support:
Corporal Tunnel
bluelightningwizard
Asvarduil
Sadly this post didn't get much responses or likes - or posts telling me why not.
NOTE: You may think the large "beam" (which represents a travelling plane of damage over time) may hit other ships too.
But wouldn't swarms...
If you download such a ship, do you deserve it to be better?
I agree partially with it, perhaps make it an option
Thinking is good, but some peoples want that only as an option if they even accept the option.
Interesting how you say freedom if you have to run code with unknown/unseen source...
Projectiles of Rail-Guns may shock themselves and turn into liquid.
Except if it mass tuns into liquid (which splatters out) and shock-waves are absorbed by a clever system if nano-scale vacuum-chambers inside the hull material.
(( no shock-waves through vacuum ))
Cannon may spread, beam may...
You can't exceed 200% ?
Activators --> Speed_Controllers --> Rails.
Do you still need Activators --> Rails then? Seems like overkill.
((what else? A generic array controller block.
If selected by something else it is the same as if all blocks slaved to that controller are selected))
You didn't read the whole.
A ship can receive not more than it's own mass as weapon blocks in damage.
You can only build MORE guns to deal more damage to ships equal or smaller your array size (inclusive slaves + effects ?).
Of-course a large ship can have more those guns
But these would be...
If an array has diminishing returns, you just build another array.
If a ship has diminishing returns, you just build another ship and spam them - or build more turrets and create LAG.
=> Diminishing returns are NOT working!
Thus why don't we try the opposite? We buff big arrays (weapons...
There is a very easy solution to this.
Bezier-Curves for x=distance and y=relativeSpeed.
Unlike other Projectiles, missiles adjust their speed and direction all the time, thus this wouldn't be noticeable.
Make it so that the missile has:
Your speed while close to you.
Enemy speed while...
Cached Rendering and orthographic perspective for slow PCs?
Orthogonale_Projektion
For docking or flying through tunnels a mix between orthographic and perspective view IS an advantage.
Plane U = your ship's boundary box face (in the direction you are looking at)
I will also allow a more...
How many of those do you have?
I need about +20% control logic for RAM at 10x10y2z and +10% for 18x18y2z logic.
Then again 1/n (n=?x?x2 chips) for the RAM controller.
Where else do you need so much serial<-->parallel conversion?
For a display? Just handle it with a RAM-duping frame-buffer.
But if you wanna kill a trader-NPC, just throw dis-integrator warheads at him.
You don't pilot it, it does not count as an attack (or are they made invulnerable now?)
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