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    1. NeonSturm

      CLOSED* CONTEST: Default Stations Submission

      I really like it. The hangar arrangement, the hallway deko - and especially the exterior. It is one of the best I've seen here.
    2. NeonSturm

      Calculations for a ship's centre of mass. Finding an efficient solution

      That is why you have a copy of your coordinates (a matrix is 16 ints for position, orientation, scale, ...) + orientation always at 000 0 0. Then you not translate/orientate your ship, but incoming projectiles and partners for collision checks. Your ship is only rotated before it is rendered.
    3. NeonSturm

      Has anyone come up with a viable elevator design?

      If you want a more complex lift system (with more stops) but take the distance in 1 step, you almost need a computer. First get 3 bits (activator blocks) for 8 decks, 4 for 16, 5 for 32 decks... Then one activator as submit-button. If you want to enter digital letters, well that is even more...
    4. NeonSturm

      Has anyone come up with a viable elevator design?

      I you may be able to use gravity and area-triggers (logic) to change gravity automatically. I recently worked on it by using doors to limit the fall height (falling up down) and area triggers to detect when it should close the door you would fall when being put in normal gravity again as a...
    5. NeonSturm

      Calculations for a ship's centre of mass. Finding an efficient solution

      When the ship has along x these blocks: 1 2 3 2 |1| 2 2 2 2 I did result=(result[i-1] default: 0)+x: 1, +2=3, +3=6, +2=8, +1=9 2, +2=4, +2=6 +2=8, +1=9 -> I had an index of 5 in: 1 3 6 8 |9| 8 6 4 2 used left & right = 9 and forgot that intermediate result, as it is not required any-more I...
    6. NeonSturm

      I have idea how to solve Build Block ecenomy issue!

      Maybe only have an initial cool-down on not player-made objects (1 bit per station/planet - not per block) If you fire at the BB with salvagers it could gain remove-charges (you need 1 to remove 1 block as a work around to waiting) If the cooldown is object-wide shared, it would imply almost no...
    7. NeonSturm

      Calculations for a ship's centre of mass. Finding an efficient solution

      Just: addition takes 2 cpu cycles, multiplication 5+ and division 7 or 10+ (don't remember) To translate a ship around the COM, you need to know the inertia resistance (= weight*distance of each block) It gets updated each time the COM moves, or a block is lost/added. You have the sum of...
    8. NeonSturm

      Procedural background for planets

      I think it will not be much less laggy than seeing the procedural generated sector-background from planets or their orbit.
    9. NeonSturm

      I have idea how to solve Build Block ecenomy issue!

      Possible if we let player-blocks have max-1 hp and naturally generated blocks max hp initially. Then allow to remove all blocks < max hp. Else I would see issues by taking 1 bit away from orientation or 1/2 from ID bits. Some players like to build parks inside ships and stations or on their...
    10. NeonSturm

      Customizable logic blocks, dynamic thrusters, thrusters computers, among other things

      I like penta-thrusters - don't forget wedge-thrusters :D -, if only that the game knows where to do visual effects. But an array of those would look rather silly. And adding additional movement keys would clutter up your key-board-assignment. If one thruster-wedge could allow 2 downward and 2...
    11. NeonSturm

      Fix the crappy curve for missile explosive radiuses

      ltmauve number1: sqrt(blocks) as radius =>weapon blocks scale linearly to affected blocks. number2: damage blocks*damage = 4x dmg total for 2x blocks. 3*3=9 6*6=36 36/9 = 4x Total damage should scale linearly to weapon blocks. But I can't guess how we should balance penetration to internal...
    12. NeonSturm

      Question about logic triggering weapons computers

      Do you mean that 60 is only consumed for the fire-action, but 40 restored/drained per block? I just wish it would not restore more than the target can hold.
    13. NeonSturm

      CLOSED* CONTEST: Default Stations Submission

      the 2 stations look very balanced, not messy and even more or less realistic. The white station features very efficient design of space as unused hangars can be used as storage rooms while the second has a great buffer between the main part and the spots where peoples will likely ram or fire...
    14. NeonSturm

      Add ability to add/remove/edit polls

      Also we need invalid-argument rather than just old, bad spelling or disagree :D I think it is rather important to track friendly / unfriendly than agree/disagree. It should not be too important if you get them in popular threads (many votes), but rather on how many posts.
    15. NeonSturm

      Landing Gear/ Repulsors

      That can be solved if you know the distance of ship<->ground at 3 positions and can apply force smooth enough (should be no problem if area-trigger detection reacts fast enough to trigger your circuit + you use cannon-cannon for a smooth force-application (low reload) ), Of-course an...
    16. NeonSturm

      Calculations for a ship's centre of mass. Finding an efficient solution

      int[] x[(-4 to +4 step = 1 block resolution)] = {3 blocks, 5 blocks, ...}; // in real code: or use 0..8 with offset -4 // same for y and z // update on block creation/deletion: x[block.x]++, -- or += number blocks int left = 0; int right = x.length; int centre = right-left/2: Initialize more...
    17. NeonSturm

      Two suggestions to allow planetside ship building

      Or let a ship just have 1.5 blocks below each own block. If that is not true, un-dock and immediately dock 1 block higher.
    18. NeonSturm

      Railgun, Archer Missiles and Beam Idea

      What happens if the output gets broken? I agree on everything visual, but damage should depend on the current system. Ideally (for lasers) the beam would be a cone with it's circle being your weapon output and the tip a block on the enemy ship. It could also be a transformed cylinder with a...
    19. NeonSturm

      Docked turrets get parent ships sheild coverage.

      I know, but you wrote your formula wrong -> that is what I was trying to say/proof. You should post some own examples to help others to see that it does what you want to archive. The numbers in your examples also help others to understand how you understand the situation which needs balance.
    20. NeonSturm

      Ability to activate thrusters via activation modules

      But then it is your own fault :D Similar as if you run purposely with a scout ship into a pirate base or with a big ship into an even bigger hostile faction base.