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    1. NeonSturm

      Kupu's thread

      And computers
    2. NeonSturm

      More detailed HP-bar for active target (after scan?)

      Star-Conflict has some solution (it shows shield+hp bars divided into "x shield/hp" segments in a non-default setting) I suggest to top it to the max: 0.3x hull, 0.5x shield compared to your max, 60% hull, 10% shield left. [||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| ||||| |||||...
    3. NeonSturm

      How much has changed sense shield update?

      Except if you can't - then deal as much damage as you can. It would be a nice combat-mechanism if you could push asteroids to use them as a shield against incoming high-alpha damage.
    4. NeonSturm

      Display module networks

      I would like string-logic blocks. Modded display blocks could be great for this too. Just enter a password and a block with the same text activates a door. BTW: Doors could be set to logic-only if they are slaved by logic. Also restrict editing of display blocks to just-logic if they contain a...
    5. NeonSturm

      LCARS GUI

      With Voyager/Enterprise-themed GUIs, I expect more round corners. But the targeting marks are very nice and I would choose them to (over default) But at least it makes a nice plain GUI
    6. NeonSturm

      GIMP-scripts dedicated for editing tiles or similar

      1. It would be nice to have GIMP (or similar OS, Linux program) which shows the very same texture in different resolutions next to each other and auto-updates them when you edit the high-res. GIMP only shows these in multiple layers and requires manual clicking. 2. Also I miss a tool which...
    7. NeonSturm

      Kupu's thread

      That's most important since we don't want texture bugs :D
    8. NeonSturm

      Kupu's thread

      Nice. That's why the rails use so many different textures? But the green light block is now very ugly... no more pretty traffic lights until they get their own texture.
    9. NeonSturm

      Shield System Redux/ (no bubble shields)

      Depends on scale. The current problem is that you can't tell how big the opposing ship's shields are and easily find ships which are either 1/8 your mass or 8/1 your mass. Especially while fighting alternating battle-cubes and RP-ships with a lot of hollow space. Maybe in even fights it...
    10. NeonSturm

      Turret Shield Nova

      Please no. Go play Star-Conflict :p Turrets in Star-Made pretty much die once they get the enemy focus. I personally like the Shellcore-Command style where all weapons fire automatically at nearest enemy and you micro-manage your ship+environment and which weapons are active (the ones better vs...
    11. NeonSturm

      Change Missile Slave to Multiple Straight Fires

      I like this idea. Not because it is especially good, but because threatening projectiles this way would couple many together and may reduce lag compared to many small ones. For missile-missile = heat-seaker combo, I suggest that they have position = barrel-line-outputs, velocityVector = 0 ...
    12. NeonSturm

      Read by Council Liquid Nebula

      But the constant-damage thing could apply once shields are brought down (by enemy weapons) or if you enter a sun.
    13. NeonSturm

      Beam rework/alternate beams.

      Assume <?php $history = array (#time => array (xyz // position ,xyz // velocityVector ) ): function positionDiffToExpected( $delay [, $now = getTickNumber()] ) {//past list( $pos1, $vector1 )= history[$now -$delay]; $velocityVector_change = history[$now -$delay -$delay][1] - $vector1...
    14. NeonSturm

      Rail = Array Expander?

      Or just make power-reactors which are connected to just 1 other detectors. Only arrays which are >2x2x2 to reduce lag? Isn't this possible even now? EDIT: With planed dev-build rails, when it's fixed. Perhaps you could use it to move computers next to each other to add/remove weapon effects and...
    15. NeonSturm

      Beam rework/alternate beams.

      Maybe beams could be longer and have a target-impact-delay+inaccuracy depending on the ship-ship distance. 1 light-second distance => ship.positionDiffToExpected(now - delay = 1 second) inaccuracy. light second could be 5x max speed per default. ship.positionDiffToExpected would be...
    16. NeonSturm

      Warp Gate Power Requirements for ship travel.

      You just confused power capacity and power regeneration.
    17. NeonSturm

      Different teleportation mechanic

      If you say only 1 per ship, I would dock one and use that teleporter :) no need for such a not-limit. Why not a size limit by a softcap? power-cost = x*y*z y=height = x+z? +5% extra per installed teleporter on the same ship (except the first, as it would produce stats confusing people...
    18. NeonSturm

      Read by Council Liquid Nebula

      Mult = a value per entity, depending on mult = default blockDamage * (mass / hitBlocks) Since Cubes have less hitBlocks: the hitBlocks divisor would be lower => the multiplier for blockDamage would be higher => mult would be higher I also confused a bit. Mult should be a divisor, not a...
    19. NeonSturm

      Shield System Redux/ (no bubble shields)

      FullMetalFox : If shields are dropped to zero, the real lag starts when blocks are removed by a missile. Shield formula lag without block changes is hopefully negligible. Perhaps we need a compromise. More shields compared to now to dis-able one-shooting shields as a whole. Damage...