I think they show up for me at 3K roughly. Yep you would think if the name appeared on radar it should appear on map. However, you could also say that it requires visual confirmation that it isn't transponding a false radar ID.
So I have been playing around with self powered weapon systems lately. The annoying thing is there is no way to shut off power being transferred from the host ship or vessel.
Why this is a problem. Well I designed a missile system that is supposed to shoot 1 group at a time. It works fine as...
First off to gain entry there are 2 doors on back. They are a bit hidden. They aren't very far from the center though.
The pattern is made by a sandwiched layer of crystal between two armor layers.
There are two primary weapons in the dead front center. They use the principle of staggering back...
yea so far the best solution I could come up with is let AI fire the normal weapons and use an enemy detector to start the rest just shooting on intervals.
I was built a ship that has secondary weapons that a player can fire but an AI currently can't that I know of.
Because it requires using the intership logic.
It would be nice if the AI could use that but a simple options would also be able to determine when a weapon fires by putting a activator...
I was hoping it would be as simple as putting a detector next to the computer and connecting them.
I noticed that doing so puts a green box around any logic or detector you do that with but it does not seem to indicate when it has been fired.
It would be useful in turning on other systems when...
There is also a docking extension for this that can be found http://starmadedock.net/threads/dockable-station.21283/#post-234806
Most of the rooms are fairly empty other than a med bay and lower terminal.
When the new update comes out and turrets power is fixed it will be better.
It has 3 landing tracks in each bay they can be shut off at the wall so they don't keep pushing a ship forward.
Actually shift V I used on this. All you do is target the ends. There are 8 per module because they don't but up against one another and they will not select the others that aren't part of it. Look at the picture.
I'll see about posting a picture of the two modules it might clear it up.
There is...
Yes, Just I made a miscalculation. I based it on 2 seconds vs 2.5 seconds. So my modules were off 20% but that didn't account for the full amount not being charged. Either way currently worth it. far better than 25 a cube. Its in the picture above as well and in the download here.
It never hurts to try though.
I probably will tomorrow. Just to see if it solves the issue without waiting for a bug to be fixed.
As long as I can keep the block count the same or close then its worth putting the cannons on.
If you check the discussion Lancake and I have been having in this post you will see whats going on.
First thing you need to do is use the most efficient power system you can that is a single line 600 blocks long or any single group with dimensions of 600. A 1M generator isn't as efficient as a...
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