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      How to properly build a docking shield module.

      Sounds like you didn't have it docked to the mother ship? That you just fired at it? If so you aren't getting the benefit of being docked. Take a look at the bottom two in my pictures. The two ships to the right are identical just one is directly connect the other is docked. The top one...
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      Approx 9 million power generation in approx 70,200 cubes

      I tested against the two systems I showed. It tripled the time the first 50% takes to drop on the primary system. After that point it provides the 8% while the original shields provide 10% so you loose 2% out on the last 50% of your primary shields. If we looked at that on a time base. Alone...
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      Approx 9 million power generation in approx 70,200 cubes

      I have 4 pages of data on this already. For myself the answer is clear. Spent 2 days+ working it all out. To the point of figuring out Good thought just keep in mind you don't want to have a huge cap on the docked system or it will draw to much from the primary system. You certainly do not...
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      Approx 9 million power generation in approx 70,200 cubes

      I understand. First off when you are not docked you don't receive the parasitic effect benefit. A module draws shielding from the host as long as the host is greater than 50% which is what helps keep its shield capacitance so high. Which is part of why it doesn't end up in that mode. I went to...
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      How to properly build a docking shield module.

      I decided to put this on here because I noticed a number of people stating they aren't getting the efficiency out of them they should. I'll describe the testing I did to ensure these values I started off with a beam of 1 and worked up each time figuring out what the minimal amount is to get the...
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      Approx 9 million power generation in approx 70,200 cubes

      I understood exactly what you are saying. You are missing the point. There is a parasitic effect that goes on between the host ship and docked module. The docked Module isn't always charging its shield while the beam is fired thus it doesn't have the combat effect on it during that time. That is...
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      Approx 9 million power generation in approx 70,200 cubes

      They do not get under combat penalties if they don't have large gaps of their shields not being fully charged. The reason they got the combat nerf wasn't they where under combat it was because you built them wrong. If you want more precise setup values. Beam length 2 = 274 rechargers and 18...
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      am i blind or?.....Is the under fire shield recharge gone?

      I tested it last night at 3am I even posted images of the various tests I did. It is at the bottom of this page on the next page I list the way my setup of the module is designed. Yes, there is definitely a bunch of stuff you can screw up making the modules now...
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      Approx 9 million power generation in approx 70,200 cubes

      A shield transfer beam transfers 1200 out of 1500. That is 80% not half. The problem is you are treating the beam as a 1 second beam. My guess is you didn't double the size of your beam after dividing the amount of shield recharge by 1500. N = number of beams modules in a beam R = the amount of...
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      am i blind or?.....Is the under fire shield recharge gone?

      There is a reduced shield charge while under fire. Not sure about the 10 seconds after loosing shields sounds right though. I do know there is a 60 second period you have to go without receiving damage before shields resume normal charging. If your docked module is getting down like that you...
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      Approx 9 million power generation in approx 70,200 cubes

      Here is the setup I just got done testing with. I then test cannon 4cannon+4cannon+4ion effect. Didn't take it down at all jumped up to 8 and it did take it down. It held even about 6 cannons with a slow loss. That being a pair of 3 cannons = 6 plus the secondary and effect I used the shield...
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      Power production actual values

      I used even values to measure the highest gain per block. Cubing something gives a higher spacial growth and say just doubling it on one side. In short if you are looking for the most efficient means determining the production value you are going to give it the most efficient means of getting to...
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      Best logic to activate a jump inhibitor in a pirate?

      When the ship is docks you use a reset circuit. The circuit tests if the system was last on or off. If it is on you shut it off. Since I don't know if you can actually test the jump inhibitor you can make a parallel circuit to it and put a button in place if it is turned on then you turn the...
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      Power production actual values

      Below is a tab delineated chart of power production. Length refers to the length of the 3 sides. Number of blocks used is the total number of blocks used in the generator. Total power produce is I hope obviously the amount of power produced. Then the last column is the amount of power produce...
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      Render chunks out of view distance as smooth 16^3 cubes

      My biggest issue when it comes to this is when you get close to the edge of a sector the ships crossing it pops back and forth as if they are warping around. The problem has to do with the way they scale for rendering and their transformation. All in all they done pretty fantastic but I think...
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      Starmade Uses 90+% of my Cpu

      My system isn't much different but it performs just fine. Windows 7 64bit AMD APU A8-3850 quad core 2.9Ghz AMD 260x card 8gig mem resolution same as yours 1680x1050 2 Tb harddisk 560 Gb SSD My net speed is a bit higher 10 UP 50 down but that won't effect performance I noticed moving the game to...
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      Render chunks out of view distance as smooth 16^3 cubes

      Probably a better idea would be for them to store an exterior mess of the original craft that is reduced poly by combining edges. This could be made during the save process relatively easy. It would also be far easier on the graphics engine to display at a distance. Considering you can't...
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      And addition to the logic system

      I've seen some of the posts on here regarding wanting changes to the logic system. People have different concerns and wants. First, I suggest two new blocks input and output. They would be connected to a terminal being the current display module. Then since some people might be hesitant about...
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      Remote control

      I get it. You have to think how it effects others and how it fits in the game. When I got to see the type of concerns you had with it it told me what I needed to offer a solution to them. If there is one thing I am good at is finding solutions to stuff.