Search results

    1. NeonSturm

      Hyperspace Concerns

      128 accross would be fine. With a density of 1024 / 16384 systems occupied by a star? With an average of 3 planets per star? With about 1 habitatable planet per 8 systems? (= 128 planets per galaxy?) With on average 4 humanoid species per galaxy + a few from neighbouring galaxies?
    2. NeonSturm

      The ultimate drone R&D thread

      That is why you link your logic through an OR->NOT and put a few dis-integrators around it. If logic gets killed the OR turns inactive, not active and emergency-launchs (including collisions?) all your drones before the not is killed. Probably you can even just dis-integrate 8 docks with a...
    3. NeonSturm

      On the Subject of Planets

      Or just make planets 10'000r (with bigger sectors ofc) and have "floating islands" or a large sea made of generic lava/water. It is the distance between buidlings on planets that enables the use of planetary vessels and makes planets look awesome. you could have 500m or 1km range sensors. Set...
    4. NeonSturm

      New Docking Config Option

      If you dock a 1000 mass thing to a 100 mass, the system should handle it as if the 100 mass was docked to the 1000 mass thing. The 1000 mass thing could dock to a 100 mass to make the 100 mass dock to the 1000 mass. Confused or enlightened?
    5. NeonSturm

      Polygon shading in 'lighting' mode.

      Or just have a wireframe?
    6. NeonSturm

      enegry generators

      Maybe you could regenerate power from the relative velocity differences of pulsed thrusters and the rest of your ship. With regular thrusters this would be 50% of thrust force. But thrusters also have a thermal energy loss (heat->power transformators??? :)) I would like...
    7. NeonSturm

      Mass-based turning system

      Agree. Even suggested this earlier. Would this work? Roll = (1- (High + Width) / Total)^2 Pitch = (1- (High + Length) / Total)^2 Yaw = (1- (Length + Width) / Total)^2 The only issue I see is that optimized ships with the new thrust system will have to be very Tall or very Wide to rapidly turn...
    8. NeonSturm

      Automatic Broadsides and Fixed AI controlled guns in any direction

      --- WARNING: UNHOLY POST IN PROGRESS --- Thrusters at the rear is outdated !!! You should make a defensive ship like this: . . . H . T T T T T T T T T T T . . . . . . H H H H H H H H H H H H H H H H H . . H H T T T D D D - R R R W W C C C H H H H H T T D D D D - R R W W W C C C H H H H H H T T...
    9. NeonSturm

      The ultimate drone R&D thread

      I made a dis-integrator launcher. Dock --next-> actModule --links-> Not --links-> TriggerButton & PushWeapon The trigger resets to false once something docks. The trigger cause undock. Undock cause push. (else the push may fire before the undock completed) You can link every second or every...
    10. NeonSturm

      Fission (nuclear), fossil, FTL and fusion (better in every way nuclear) fuels and power.

      true. Stars = infinite power? :p :D --- I imagine an ultra efficient reactor with just one down-side : It produces a power spike every second (like 250 every second at 100% storage). The less storage % you have when they trigger, the larger but later the next power-spike (like 5'000 every 20...
    11. NeonSturm

      Teloporters - Beam Me Up Scotty

      Player.position = Player.position - Player.entity.position + DestinationEntity.position - Controller.orientation + DestinationController.orientation Step-Ons could trigger. Area-Trigger controllers could be step-ons at the same time. Infinite possibilities.
    12. NeonSturm

      Option to hide logic connections

      But then hackers can't spy out your connection patterns... FunnyBunny ninjaed me :D
    13. NeonSturm

      StarMade 0.171 Salvage to Storage and more

      Place an activation block next to a storage block, and it will send a "false" signal if the storage goes from not-full to full Place an activation block next to a storage block, and it will send a "true" signal if the storage goes from full to non-full Place an OR-block next to a storage block...
    14. NeonSturm

      Collision Damage.

      without elasticity, the impulse is equal to mass*speed^2 (in kg) Given 10 blocks 100 kg per block 10 m/s speed Formula 1kg * 1m/s^2 *10 => 10N (10 blocks == 10*100 kg) * (10m/s)^2 *10 => x Newton Simplifying to get the result for 1 second ( 1000 * 100 *1^2 /1^2 *10 ) Newton 1 million Newton...
    15. NeonSturm

      The Thread o' Lighting

      32 :p 50, seriously? After some thoughts: maybe directed light 50 blocks (= a moving "ray-trace"-plane of light), but not omnidirectional. Just imagine the lag (you may not want to be forced to play with it!). Did you not think "there has to be a reason for current restrictions"?
    16. NeonSturm

      On the Subject of Planets

      There has to be an intelligent way to solve this issue. The game does not have to remember everything. 1. Chunks : could have 2-4 possible "patches" which are a set of blocks in a repeated pattern (basically an instruction to render a tunnel). because the parameters for this generator remain...
    17. NeonSturm

      Recognized Turrets system with Pictures - [ Poll]

      IRL damage = force / time of impact IRL force = mass * speed^2 IRL explosion-force multiplier = distance^0.5 IRL Missiles do a lot less damage in vaccum and a lot more under-water (compared to mid-air). IRL AOE would affect only the hit object and objects "which are not in the shadow" of the...
    18. NeonSturm

      On the Subject of Planets

      The problem I have with planets (I guess current StarMade in general) is that you are forced to add 1m details where you don't need details but are not allowed for 0.5m details where you want them. Maybe you think this is trivial, but please continue reading: The real earth has 40'000 Km...
    19. NeonSturm

      The Thread o' Lighting

      That and bouncing light emmission would be nice too, but I guess a lot harder to calculate.