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    1. NeonSturm

      Question about logic triggering weapons computers

      With the old system, I've built a 123x7y7z 1kk reactor (would yield less now), but it was really hard to dock and created heavy lags if you accidentally undock or the dock gets killed. You also have to count in the enhancer blocks, but enhancers (40-100 mass) and power tanks (about 140-150...
    2. NeonSturm

      CLOSED* CONTEST: Default Stations Submission

      It is not bad, but not very interesting either. Everything repeats over and over again. The connections (hallways) could be more interesting in 3D. I guess you will get more likes once you add color, 2 interior rooms and some details...
    3. NeonSturm

      Rovers and remote controlled cameras?

      Should have artificial lag based on distance then: "distance /(x* max server speed)" NASA has lags on their mars rovers too - multiple hours afaik.
    4. NeonSturm

      Fix the crappy curve for missile explosive radiuses

      If the explosion kills 2 blocks behind each other, does punch through trigger twice?
    5. NeonSturm

      Jet another reload bug.

      Equip 2 missile computers left and right from your core. Have explosive effect computer also relatively close but not right next to the core (you may select it with your core accidentally) Zoom with build mode behind the core and computer wall. Configure M1 : M2, E -> fire, change to build mode...
    6. NeonSturm

      A scripting/programming expansion for the Logic blocks

      Maybe the display block if the text is starting with a html-code tag? :) I like Java because it is easy to distribute, but I am a real fan of: http://learnyouahaskell.com/ - a statistical language (a lot faster than Java too and in some applications too). But I think implementing XOR as "==1"...
    7. NeonSturm

      Question about logic triggering weapons computers

      As I sad: you have 45% efficiency. 6k reactors to get 1'000'000 energy per second, 3k for supply beams, 150 mass for tanks (they rapidly exponentially increase capacity at this point, thus why 130 are too few).
    8. NeonSturm

      Fix the crappy curve for missile explosive radiuses

      As long as it happens in a sane way... 2/1 radius, 1/4 damage is realistic 2/1 radius 1/8 damage may be better for balance (especially with punch-through). So I would vote for either: multiplier = Math.floor( count^(1/8) ) multiplier = Math.floor( count^(1/16) ) with multiplier affecting both...
    9. NeonSturm

      Question about logic triggering weapons computers

      You need power supply beams in your reactor. You get about 45% efficiency for block count: 150 power tanks (vs lag spikes), about 6k reactors (to reach 1kk regen), 3k power supply beams (each one works for 2.5 .. 3 reactors, but instead of every second they may fire only every 1.5 seconds due...
    10. NeonSturm

      NASSvote III

      Did you consider that admins can change thrust per block and how it scales with block count? I don't vote because I don't play on NASS, but I like the defaults you choose as some shared ship blueprints will be built for that speed :)
    11. NeonSturm

      NASSvote II

      That is not logical If choices were only between 8 and 10, 8 would have won :p
    12. NeonSturm

      Docked turrets get parent ships sheild coverage.

      That is bad. At least for AI. Maybe it works with logic or bobby :) My math hates your argument ;) BTW: I tried armour once and it remained active while I was outside shooting at it. Maybe it changed in the dev?
    13. NeonSturm

      What's most important to you when designing a ship?

      :DNewbies will hate you!1/5 :D:DRole-Players will hate you too! 2/5 :D:D:D"Old-PC users" will hate you again! 3/5 :D:D:D:DBalance will hate you! 4/5 :D:D:D:D:DDo you really want to complete this ship? 5/5
    14. NeonSturm

      Qweshchuns 4 Devs: Stealth Change

      I had a similar but not equal bugged behaviour some versions ago. Pirate station turrets shoot at a jammed ship, but not a cloaked. Once you cloak, you clear their target and they won't shoot you while remaining jammed. But once you shoot them, they shoot you, though you are jammed. They...
    15. NeonSturm

      Ship Building Techniques and Tricks, Post them Here!!!!

      Yes, but offensive power = (TTL - reaction time) * damage TTL= time to live to even deal damage.
    16. NeonSturm

      Smaller-area Docking Blocks

      But it would also mean 1 more block ID forever (it will be even harder to re-do balance later). And also it would mean that anti-personal turrets require 1 docking block + a few reducers for how many: 3^3 blocks? Before we do that, please add a new docking block with default = 3^3 and just keep...
    17. NeonSturm

      Debris Cracks Glass (plextanium)

      We are already able to create concrete through which you can see shadows of a person. Scientists guess that some meta-materials are able to bend light around them. I don't think it is impossible, just expensive to mass-fabricate. Some scientists today try to build nano machines which can...
    18. NeonSturm

      Docked turrets get parent ships sheild coverage.

      I want to throw in a new part to consider: If you dock hull plates with a few layers 50%-armour hull and beneath punch-through effect modules (provide armour) + maybe reactors, your enemy needs to use first non-ion, non-punch-through, non-emp and then his ion/emp to get your shields/power down...
    19. NeonSturm

      Co-pilot Blocks, Maybe?

      [/SPOILER]
    20. NeonSturm

      Smaller-area Docking Blocks

      I would suggest merging turret + ship and make it a turret if: the core is at the very bottom it has at least one weapon computer with weapons Make the default being 3^3, but the first enhancer increases it to 7^3 (or is it 9^3?) as currently. That will preserve compatibility to most of our...