indeed. I've got alot of plans for push drones. I even have a pirate ship designed around that concept thats ready to be released. just want to see if schema will surprise us soon with an update that gives bobby AIs the ability to output a logic signal. Would help fix the problem of an AI ship...
I actively try to add my knowledge of the game to the wiki whenever possible since most of the time it is unloved and under written. however I don't know everything about the game (mostly things like factions, stats, logic, ect.) and can't write pages on subjects that i know very little about...
This is what i mean by strafing.
Its tracking the Isanth but its push thrust is so great that its more likely to circling around it rather then be in a position to score a direct hit. Also the Isanth has thrusters and its trying to avoid the drone at all costs. Ive also tested this on my...
again the problem is the way the AI handles. different load outs may help increase its hit rate but ultimately it boils down to the fact that in a real combat situation (where a target is moving) a torpedo drone will most likely just strafe around a target rather then aim to try and ram in to...
theres a ton of factors that go into how successful a torpedo will be. Alot of it has to do with the drones angle of attack. realistically you'll never encounter a enemy ship suddenly appearing close to you and is immobile. When i said that its trying to avoid a collision what i meant to say was...
is it possible to copy/save an asteroid? Would really help make asteroid fields for my videos if I could just load a asteroid and paste it on a ship/station
Ok, then you need to attach another weapon system on board like cannons or missiles along with the defensive push clock. the game will use the weapon system as it guidance system while the defensive push propels the warhead ship into its target.
for the maximum AI detection range i would put a...
as an AI function it might have been OP but you can use a work around by using a defensive push clock. With wireless logic now we can switch it on and off when ever you need to
its a bug with the AI. both children turrets consider the parent turret to be its horizontal axis and the AI does not know how to deal with it. until schema fixes some of the AI's quirks just stick to one horizontal axis and one vertical axis per turret.
Im not entirely sure how optimized rails are atm but ive heard that massive amounts of rail turrets actually lags the hell out of your game when they go after a target.
In terms of design, its always better to try too keep the amount of moving parts to a minimum. Basically if you can help it...
at the moment the registry only holds skins. its not like minecraft where we need to upload a skin in order to use it. its all done client side.
just open up your launcher like normal. on the second menu (the one with game settings, username, world, etc) on the top right there should be a...
well we have advanced build mode which allows you to place down dozens if not hundreds of blocks at once. placing blocks by holding you mouse seems a bit redundant but I can see where it would be useful.
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