If you have more than one module you could give each module 2.5 times the power generation rate in capacitance then increase the size of individual beams on each module and alternate between the two modules providing power. You will reduce lag and get the complete added power of both modules...
The shield system has already been listed as a bug and Power system transfer issue was supposedly going to be reported by lancake discussed here http://starmadedock.net/threads/can-the-devs-give-us-an-official-ruling-on-ps-transfer.21503/page-2#post-239242
Shield supply bug is covered under this...
That was one of the two switches. 3rd paragraph list that and a switch to allow firing one group at a time.
I didn't mean physical switches, I mean options that can be turned on and off.
Did you not read they are docked systems. There are already using separate missile computers and adding delay modules and such will do ZERO to make it possible for AI to fire them.
You can see an example of the type of systems I am talking about here...
The biggest issue I noticed I did early on when it came to ships was that I didn't compartmentalize systems. I put all the systems in a fairly local area. It is better to put your control system for each module away from the core bridge area. Separate your ship in to multiple compartments not...
If you are going to post another person's idea and discussion you really should give credit. The remote ship part is taken from Keptick and my discussion. http://starmadedock.net/threads/remote-control.21374/#post-236778
You either didn't read it fully or didn't understand the discussion and...
Figure out which way it spawns from you and measure the target it and get the distance. Then adjust position and respawn it after offsetting your position.
I know its a pain. I put a suggestion in requesting sector coordinates over the same issue.
The best advice I can give is locate the center of the sector. Placing it near the edge can cause serious issues.
To find the center look at the surrounding sectors and move till the distance to all of them is the same.
Anyone else using a similar design?
If you are wondering. Yellow blocks are attached to rotational axis.
Yes more weapons modules can be added to it fairly easily even multiple barrels/groups.
One could also fix the system to a rail and raise it one block so that during combat you pop it up to...
Personally I like the fact that they have to do more damage to a system than just destroy one block. Your idea from the way I read it suggest the weapon output block be a so crucial as that if it is damaged the weapon stops firing.
If you look a the following image you see a low profile design...
Yea, no doubt that ship has that issue.
It wouldn't have the issue if I could shut off power transfer by choice to a docked entity or if I could tell a weapon system to only fire 1 group at a time.
However, I got to thinking this could also allow for far better damage effects and allow for a...
I understand Schema's method fully. The problem with using a naming system or just the number as I suggested is that it could be reused and then there wouldn't be a way to work out which is correct. Keeping track of all the names would be more work also.
By the block being identified as they do...
Ok so I did look into the explosions and the blast effects. The following image is a pretty good tale.
Three different chambers cut out into crystal armor. The damage being calculated is purely radial in nature.
More or less damage is done based on what blocks are in the way. But it never...
You missed the point I was pointing out the argument you said others might have is mute because that could already be done. Its as if you don't even know what you wrote.
Mind me asking how large the look up table is and had you considered doing the branch or thread after using the lookup table so it doesn't get dumped into each thread.
Having seen the explosions results I really don't see things like blowouts and so on. Blowout being where one area is weaker...
Even so that would still be easier than flying through the ship doing a space walk. You can't hook these things up in build mode across two entities. So even a 64 bit ID number would be easier. An entity ID and block id and location could be made into single string that could be re-entered where...
Actually you can already protect turret bases below the ships hull. You are not required to have a physical connection. if you are ok with just having a tilting turret you can put both of the turret axis below the hull.
This ship is an example of the lower axis being below the hull of the ship...
Thanks for the reply. That lead me to the server.cfg option.
That only leaves me 1 question why in hell does it take 20MB per an explosion?
Impact position size of war head, calculate max radios, place blocks in radios in list near to far.
run function to use up damage spreading outward block...
I took a ship out for testing against a pirate station and pirates. You can find the ship here http://starmadedock.net/content/ugly-cube-ship.3549/
The issue after firing at the station for a short bit I noticed I wasn't getting the damage I expected. However when I stopped firing I noticed...
I spent the better part of a day hooking up a wireless control system having to go back and forth through out a ship to various docked entities to connect transmitter and receiver.
It got me to thinking about what would massively make this easier.
The solution is one that comes out of real...
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