Technically I'm not using a wire for generating power just borrowing the formula from it.
This would actually lend to people building different reactors of different shapes having different power production and delivery efficiency.
For example if you made a solid block it would not be as...
With the current system the most efficient reactors are a simple strait line up to the point the gain in power starts dropping off.
My proposal is actually simple in design but would allow players to be creative and work well with small to massive size ship design and encourage players to be...
Rechecking something constantly that shouldn't change unless an event happens that should change it is poor design. Which is probably a large part of why CPU usage is so high. (event being damage, docking, undocking....)
It depends on how the current code is written and how they choose to...
Right now they just need
thrust = objectA.thrusteroutput + objectB.thrusteroutput as a basic formula
When they do what you want they will need to get thruster block count from both then combine those and the calculate the output.
Or is that so hard for you to understand.
which might look like...
You miss the point entirely. It doesn't matter if it is or isn't more enjoyable.
The current system will create more and more issues as development progresses. At some point if they leave it as is it will force them to either halt development or rewrite everything. No if ands or buts about it...
The so called divergence you are talking about is in the point of explaining the underlying problem of what is going on.
Sorry, if you had trouble following along.
I will try and make this very very simple for you.
The problem with the thrusters only exists because of the poor initial design of...
Critical Mass - is an amount of material required to have a sustained chain reaction. However, all fuel ends up spent at some point so there is no actual sustained other than for the length of the fuel lasts. Secondly, reaction rates differ depending on density and type of materials in use...
The problem you have is you assume the game is a closed system unto itself. That ceased the second math was being implemented along with real people are interfacing with it and their general perception.
A person with a higher understanding of math and physics is going to see more issues a...
I'll see if I can explain this without getting myself thrown in a military prison.
Lets say a civilian ship is designed to do 30 knots so they build a safe limit in that is several percent less or they build over it for safety.
The US Navy takes that to an extreme. I'm going to use some bigger...
The way I see it is they take more power now to get up to speed because it no longer takes power to maintain speed. Also it takes actually is capable of making my cargo ship move with 30-50% of the hull space filled with cargo. The old system it made a snail stuck in a jar of molasses look fast...
But as everyone on here keeps telling me it isn't supposed to make sense its a game. I quit for 2 months over the issue.
As for a bunch of little machines working together can actually be increased in efficiency as well. All you have to do is look at something you are using this second video...
Right.
Also the exceptions of when larger isn't more efficient would be if the smaller system used a more advanced or different technology.
I'll be a little more giving. They can break the legal speed limit most cars drive in the US.
Answer to your first question is no.
Imagine you have a system that is a sphere designed to produce power internally and convert it to energy to use. the amount of surface area you have is directly proportionate to the heat loss. As surface area increase heat loss increase. however as volume...
Technically if we looked at this from the perspective of reality this is something this game actually got right.
Larger ships would employ larger engines generators and as such if made correctly they would be more efficient than a scaled down version you would find in a fighter. Larger ships in...
Distance based would be far worse than currently what exists.
These two examples would be utterly impossible if distance based.
https://starmadedock.net/threads/simple-automated-cargo-drone-storage-point.22342/
https://starmadedock.net/threads/automated-crane-demo-with-some-issues.22393/
The...
I've been over this already. It isn't relevant to AI at all.
All the AI needs is a path node at each CALL button. A node inside the elevator that will give an active signal when attached to the path node that is at the CALL button they are at. What that means is when the elevator reaches the...
You see that 8 floor elevator it takes less than 10 minutes to setup.
The reason is simple its built by understanding the pattern of how it works.
It saves you tracing up and down or trying to build a cluster on each floor near as much.
It could be expanded to any size elevator you could turn...
Maybe I am confused by what you are saying. I still end up with this even with wireless logic on the elevator. This is an 8 floor elevator.
Its simple and fast to setup once you understand the pattern of connections. Doing this in a PLC would be a million times easier though...
I think the end goal is more to force people to actually participate and have some sort of interaction / war.
Let each person claim one home sector and base that is invulnerable.
Force them to leave their system to acquire resources. Fix it so that not every resource is in every system...
NPCs don't need to understand how people build elevators and so on. NPCs interaction with things like elevators depends on the way the AI is written. A good method would be the AI can cue in on tags that will have to be assigned items and objects the NPC will need to interact with. Example: a...
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