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      VolksSchiff

      Pretty sure I've heard enough rumors to understand what this is and how it works, looking forward to seeing it implemented. There's a prototype enemy bearing sensor that I never released (which can detect position of enemy in relation the turret/ship it's measuring from, using two 16-state...
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      Planned The Great Economy

      Overall, this idea is appealing, but your point about it increasing the possibility for player piracy is, I think, flawed, given the current state of the game, and particularly storage blocks. If I recall correctly, a discussion from chat the other day pointed out that about 20 storage blocks...
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      Read by Schine Change Warp System and Interdiction Ideas

      Somewhat surprisingly, it seems there has been no mention of a possible anti-interdiction module. Given that a lot of inspiration is being drawn from EVE Online, here, I think it's important to point out that that game features modules which make a ship harder to interdict. I don't think a...
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      How many jump drives do you normally put on your ships.

      You're not really wrong, but you make it sound simpler than it actually is. Charge time is (total charge required/charge per second), of course. Charge per second is only influenced by number of jump drive modules, and total charge required is influenced by total number of blocks in a ship and...
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      How many jump drives do you normally put on your ships.

      In my defense, that is effectively what that graph is, perhaps not in appearance, but certainly in function. I'll admit that it requires ever so slightly more work to get an answer from, but it's still a devilishly simple process. Set 'Z' value to ship block count. Set the appropriate dashed...
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      How many jump drives do you normally put on your ships.

      I'm not fully sure I understand your description, but I think that this graph is pretty much what you're after; it plots charge time of a jump drive against the number of jump drive blocks in said jump drive, with ship block count as the Z variable. Alternatively, there are a few other...
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      Enemy Detection (Model II) - "Safety" Output

      A new output has been added, which will only trigger after two errors, and is reset by the same circuit as the primary output. This output will be slightly slower to trigger, but has a negligible chance of producing a false positive (whereas the primary output has a similarly tiny, but actually...
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      Enemy Detection (Model II) 1.1

      This enemy detection system is inspired by the system A Fat Pokemon published, but has been heavily simplified. Details: Total mass: 6.7 units. 13W 13H 13L, including required clearance for moving parts. Minimum response time: ~1.5s. Reset time (time elapsed with no detection pulses before...
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      Enemy Detection 1.0

      DEPRECATED: Refer to the Model II detector instead. This will output a logic signal when either turret interrupts the motion of its carriage by rotating towards a forcefield. If this occurs twice in relatively short succession, the system will consider an enemy to be present. Time to confirm an...
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      Jump Drive Calculator and Classificator

      Thank you for the clarification about that input. It seems to be perfectly accurate now that I understand which numbers I should be plugging in. I find it confusing that you claim that the game shows the same values as your calculator, though. The game, in my experience, displays the usage/s...
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      Jump Drive Calculator and Classificator

      Having conducted a few tests with this, compared to results from my own calculator (here, should you wish to examine it), it seems to me that your calculator is currently not correct. This is because your power usage/second values are quite flawed. I don't know of the exact nature of the error...
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      Easy to implement logic fix

      I'd say that rather than this being the default behavior in this circumstances, a logic block which prevents player interaction when on should be added, so that we have proper control over when this occurs. Or perhaps this behavior could be the default, and the aforementioned logic block would...
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      WIP - Craft recipe look up tool

      This will prove very useful in updating manufacturing information on the wiki, thanks a bunch for creating such an incredibly useful tool!
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      Current Maths

      The official wiki contains accurate formulas for all of the blocks you're examining, I believe. I don't quite see what you mean by there not being the 'basic numbers' you are looking for - it doesn't really get any more basic than the formula itself, does it? I hope that you clarify this at some...
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      Jump Drive Math

      Thanks, I'm glad you appreciate it! Feel free to download it, if there is a way to do so. If not, I'll make up an Excel version at some point so that you can do so.
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      Jump Drive Math

      After some amount of testing of the jump drive system, I believe I have now discovered all the relevant formulas that govern it, and as such have elected to make this thread, to expose them to the community as a whole, so that players may make more informed decisions about the relative size of...
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      A Manifesto on Fuel, Balancing, and Various Play Styles

      I have never been a great supporter for the addition of fuel mechanics, but this manifesto has convinced me that fuel would be beneficial to the game, and particularly to player interaction of all kinds. In addition to fuel requirements for sublight travel, as you have brought up, I think that...
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      Obi's Large Rant (This is for you mods)

      The winning move is a simple one: Don\'t play the game. Not literally the game, though. In this case, \'game\' is an analogy for this argument. Now get out of this thread and win!
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      Shields per second bug

      Err, yes, yes I can. You too can have your very own proof by replicating the evidence I mention in my post above! Place one shield block, observe that it adds 111/sec to your shields per second. Place a second, watch as it adds merely 47/sec. Continue further if you wish for more validation...
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      Shields per second bug

      You, sir, are experiencing something called diminishing returns, in which you receive less benefit per unit of something added (Shield blocks, in this case) for each consecutive unit added. This can be easily observed in the placement of the very first 2 shield blocks on any ship - the first...