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      Quadruple armor without cheating

      S is the current amount of shields remaining. It is described in the wiki link I provided even. That is why the top one is 250K because total damage is 250K the smaller ones only have 37.5K remaining over 100K. 100+37.5+37.5+37.5+37.5=250. That is 100 left on the primary shield. 37.5 left on...
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      Quadruple armor without cheating

      Suggest you reread it. I left 100K shield capacity on the primary ship. (Cp)
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      Ungrouping issue

      This shows visually what happens when the ungrouping issue happens. This was done with 32 x 24 x 100 missile tubes. attached to 1 missile computer.
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      Has the file format info been update

      Just wondering if this is uptodate. If not where can I get accurate information. Blueprint File Formats - StarMade Wiki
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      Starmade memes

      Just get a G15 or any other programmable keyboard you can put a sequence in and let it drive.
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      How to use beta launcher as startup on desktop?

      I'm using steam and using the beta launcher. Can't remember how. I believe it gave me the option when installing it from steam.
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      Quadruple armor without cheating

      I showed how to get the 32% above in one of the replies. Here is the link to it.**There is an error in it** I rushed copying stuff from paper over. Quadruple armor without cheating Here is the link to how shields work Defense Systems - StarMade Wiki You will find this nasty little formula...
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      Quadruple armor without cheating

      You aren't understanding why the shields work the way they do. They don't work because of a layered system. They work because they cause the damage level on the shields that are hit to first distribute the points across multiple shields. Those shields are small which causes them to go to a...
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      Quadruple armor without cheating

      The reason it does work as much with cannons is a cannons energy is to one block if that block is destroyed it is then extended to the block behind. So there is no means by which to distribute it over several shields. If they add penetration or explosive effect to the cannon it will effect it...
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      Ungrouping issue

      hierarchical component groups. The term is also used to describe other stuff related to programming also. In short everything belongs to a group based on hierarchy or how it is connected. Think of a ship as being the top of the group tree. The ship is made of components. The components are made...
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      Quadruple armor without cheating

      Weight has already been discussed. In fact I brought the issue up. Suggested it primarily for thick hull replacement. I also did a post on 2x armor. For small ships the biggest advantage would be using the shield bennefits of multiple docked entities to get the 30% increase in shield recharging...
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      Ships should be render in group structures not chunks

      I encountered a bug today where groupings on weapons came ungrouped on their own. I soon realized this is an issue that is causing a number of other issues. It is because the constant evaluation and separation of the structures in the form of chunks. A group structure system would be far better...
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      Stacked power systems 100% power transfer

      Ouch, just verified you are right. Ok, so the most this is allowing is building a more efficient power supply but that is even hosed up because the group ungrouping issue I just figured out and filed bug report on. Pretty much building anything worth a damn is hosed until the ungrouping issue...
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      Ungrouping issue

      The uploaded file is for testing. Primarily for developers. I made a massive power supply and a massive missile system. 300x16x16 = 76800 I noticed that when firing 2 missile come out even though it was just one group. So I looked at it was no longer showing 76800 in weapons menu and hitting C...
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      Stacked power systems 100% power transfer

      I still have some more testing to do. You can see the new very efficient PS built that I am testing. You can also see the weapons tested on it. Right now each module on it produces 130K more than it can store a second. The blocks are 898 power blocks producing 1660 power each block. There are...
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      Stacked power systems 100% power transfer

      might want to retry them just used it for both missile firing that sure as heck drained all the caps down and then firing the cannons. In short at least for me it doesn't seem to be an issue any longer. I even doubled the cannons so it would draw it down and provided good feed.
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      How many docked entities is too many?

      Docked entities themselves aren't so much the issue. Two primary docked system which really increase the work load are those with AI and those with logic and beam systems.
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      Stacked power systems 100% power transfer

      Here is a small version of power. This is 500M long power blocks. 2 per each power module 48 modules. It generates a bit over 1 million per each one. There are 48 modules in series. Notice it is saying there is 67 million power. That is the combined capacitance value. The generation value in...
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      Stacked power systems 100% power transfer

      The image below is 3 identical power systems stacked on top of each other the cores are just off set. Each produces 741 e and has a little over 1 million power cap. The missile system on the top requires 3.1 million power to fire. The auto cannon system is 200x4x4 x 2 While this will not work...
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      Quadruple armor without cheating

      A lot of games have were you could balance shields or even focus the direction. As for is there a way to balance shields any better. All I can say is we are left with the formula they put in the game. It is one of those things finding the best balance of what you have. Unfortunately their...