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    1. Valck

      Fill build helper

      The shipyards already do that, kind of... might improve the chances of the suggestion being implemented.
    2. Valck

      RAM usage

      I find limiting the frame rate helps with GPU temperature at least. I have 16GB RAM and usually allocate 8 to the client and 4 to the dedicated server if I run both on the same machine (for single player, I just prefer to start the server separately); I think that's more than enough. I don't...
    3. Valck

      Ships spawn in with chain drives active when previously not

      Are those drives being clocked by a logic or a rail clock?
    4. Valck

      Missile HP in the configs for the newest release!

      Interesting thought, might be nice to have on a cooperative server where it's "everybody against the space pirates whales baddies", but I doubt it would work out well in a competitive multiplayer environment.
    5. Valck

      IOException when using /save on an asteroid

      So how come templates are OK, and blueprints aren't? I mean, both would (I suppose) store the rotation. Are asteroid blocks rotated to their default orientation in templates, and templates only? If so, it seems like it's trivial to apply that to blueprints as well.
    6. Valck

      IOException when using /save on an asteroid

      But unless you've got access to admin commands - which should be legitimation enough - you'd need the resources or at least enough credits to actually spawn it in? Also I think resource veins are placed during procedural generation - I haven't ever tried making a blueprint from an asteroid, but...
    7. Valck

      Auburn's noise

      Portability is a nice thing to have. I'm running an OpenBSD server, and until now Starmade ran stable and flawlessly... I haven't updated to the latest release there, so I can't yet tell how BSD likes the Linux binaries. With OS specific libraries, the fear never fully goes away that one day the...
    8. Valck

      Logic Parser Block

      OMG you cowardly carebear, bereaving honest PvPers of the hard earned fruits of their labour... ;) You're not the first to suggest this, and you'll probably not be the last, but I do hope that in some form or other something like this will eventually happen.
    9. Valck

      Logic Cortex -Programmable Microprocessor (WIP)

      4Hz clock cycle for something that complex sounds challenging, will it hold up under load/lag? I admit the most complex stuff I have built was a pseudo random generator quite some time ago, and it had occasional issues running with a very basic 2Hz delay clock.
    10. Valck

      How does one make a good looking ship?

      This. Build ships, improve them, scrap them, build new ships. Practice.
    11. Valck

      Shipwrecks

      I'm no fan of zombies, much less space zombies, but this one... very creepy indeed. Probably because it was way before the zombie inflation of recent years. Perfect ship graveyard surprise - as long as 99% of them are just wrecks, nothing else.
    12. Valck

      Shipwrecks

      How dare you ;) Instead of excepting planets from being eligible for a ship graveyard, when it's first generated and determined as being a ship graveyard sector, wrecks could be generated as surface structures; thus they wouldn't cause collision issues, but still allow for planetary graveyards...
    13. Valck

      what is the range/effect ratio to Block for scanners?

      There is no "resistance". From memory, range is 2 sectors for hostile, 4 sectors for neutral, 8 for allied systems, and system range for systems owned by your faction. Default sector size is 2 km. Antenna block count matters insofar as more blocks=faster recharge, otherwise yes, one scanner...
    14. Valck

      what is the range/effect ratio to Block for scanners?

      Doesn't matter. Ratio of antenna blocks determines recharge time, and range solely depends on whether the system you're in is neutral, allied, or hostile.
    15. Valck

      Critical Error since last Patch

      For a workaround, see Dev build 50% loading crash In essence, edit data/shader/cube/lodCube/lodcube.frag.glsl and replace float shadow_coef = occlusion.w*(1.0-shadowCoef()); with float shadow_coef = 1.0-shadowCoef();
    16. Valck

      Depth in the thrust system: use some physics.

      If engines would allow some degree of thrust vectoring, and the calibration system could take that into account, asymmetric engine placement would still work unless the design is severely unbalanced, "severely" being defined by the exact values. I don't think a different approach to thrust...
    17. Valck

      Depth in the thrust system: use some physics.

      I'd love to see the game use the actual vectors of the engines as defined by their placement, and their magnitude determined by their respective group values. I seem to remember prior discussions about something like this, and I doubt it's going to be part of the main game.See Chris' post...
    18. Valck

      StarMade Active Development Timeline

      Are there concrete plans for a modding API, and if so when and to what extent?
    19. Valck

      Dev build 50% loading crash

      I think the original error is the same as ⚓ T1556 Crash during loading between menu to ingame For me it still happens with a fresh install of starmade-build_20160616_124035.zip Starmade version: local <0.198.157> remote <0.198.146> openjdk version "1.8.0_91" OpenJDK Runtime Environment (IcedTea...