In regards to the post above chat is usually able to answer just about any question about the game... unless its why your AMD card is glitching, no one knows that not even Schema.
Sadly AI still cannot use pulse as an effective weapon, it fires straight ahead while its still 30 degrees off target. That shit can miss the broad side of a titan with an r40 blast.
Unfortunately its never gonna get finished, I rebuilt the whole thing a while back and it came out much better, but once it gets to the forearm its already nearly a km long and at that point block placement becomes limited by the game-engine let alone my computer.
It occurs to me that by putting a small lag-proof logic clock hooked up to a jump drive on our Isanths we could have them jump away after a time. Hit and run Isanth's any one?
Regardless of kepticks specific case I would still argue that turrets locking themselves into power outages is clearly a bug and they should indeed be able partially self power.
As many of us are aware there is presently a dilema with turrets, they can either be wholly self powering or rely wholly on the main ship for power. Any attempts to make a partially self powering turret result in the turret locking itself into power outage and drawing entierly from the main ship...
I figured out the reason for slow torpedos and sadly it means we can't make colliding ai right now. Push pulse can't propel anything beyond the top velocity as determined by its twr. This means that the torpedo needs thrusters to give itself a top speed to be propelled too but those same...
I thought the problem was also not waiting for blocks to unload too but now I'm almost certain that this is not the case. I've had crashes from undoing a single block with plenty of time to load.
When it happened to me that that didn't work either, it was one specific file in the SM folder itself. Hopefully someone who knows which one will hapen upon this thread.
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