Do the support systems have to be self righting?
Do they need to be deploy-able unmanned?
Any limits on mass/dimensions/firepower?
Does the AA cube really need to be limited to a cube with 1 AMS per side (how can we be creative with that?)?
Dump boxes -> sorting buffer.
Ores -> cap refinery.
Asteroid stone -> rainbow factory.
Parts -> part boxes.
Terrain -> rubbish boxes.
3 main factories (basic, standard, advanced) for general processing with 2500+ enhancers each and a capsule refinery with 2500+.
A central box pulls...
In my experience the turrets barrels need fully independent movement, or heavily restricted movement otherwise they literally spazz out.
My old AMS systems consisted of 2 or 3 barrels capable of full rotation, unfortunately if those barrels decided to shoot at different targets the turret went...
I play a server with 150/300, but I prefer 50/100 sp.
As awesome as high speed is, I prefer lower speeds and larger sectors to give the game a bit more of a sense of scale that is removed when you move so fast.
As a alternative, perhaps we could go with a 'system core'?
Rather than treating the docked entity as a ship it is treated as a stationary entity (no thrust, unmovable other than being dockable) with its own much lighter collision handling, or fobbing it off as part of the parent entity (virtual...
I agree completely, unfortunately in all my years dealing with users one thing rings true.
They will use a pre-build pattern/design over a more effective custom solutions 95% of the time if one is available.
The more that use those patterns the higher it gets ranked on search.
It ends in a...
Would be awesome to have a filter search, where typing in a block name filters the display down to matching blocks rather than highlighting them.
Several mods in other voxel games implement this and it is a huge QoL feature.
So far Im loving it, convering ships to designs and decon/reconstructing them has made me a very happy chappy.
No need to clutter docking space up with a dozen half complete projects.
Pretty much its to do with how the 'bonus' regeneration is calculated on a group and a quirk of the math at a single block.
Anyways I spent some time torturing myself in excel for fun, have some nifty graphs.
http://imgur.com/a/gExnp
As for docked power, the common definition of it is a ship...
Does the shipyard output a signal when active?
That would be awesome if it did, can use it to activate rails for a bit of kinetic sculpturing on active shipyards :)
Pretty much however I feel with my rail heavy ships, sure they can be tough but they can also explode into a million pieces.
Reason I suggested they remain 'soft docked' awhile back to prevent collision detection going nuts.
Silly question,
Are all sectors saved together, or is there a save queue or scheduler?
Might be worth while to add a save queue or scheduler so the server can work through saving rather than batch processing the whole thing at once.
Sector level locking or copy for threaded save would also...
Sounds like a cascade power failure back to the main ship.
As a side note, yep supply beam based reactors can do that.
Far too fiddly, though still useful in some instances.
Never noticed a efficiency issue at that level, only really major break point is the 101 block mark where you have to start adding capacitors.
After that you are home free until the 594~596 mark, then diminishing returns kick in until you hit the cap at around 980ish.
Difference is each docked reactor can reach good efficiency (149 or 650 e/s/block depending on your design goals) once you hit the cap, rather than having to spam tens to hundreds of thousands of reactor blocks for 25 e/s ea.
Single group docked reactors also don't suffer from the inefficiency...
So finally got back around to that ship and its turrets, still wedging to do and a redesign of the head but for the most part they are complete.
Album: http://imgur.com/a/OwnyC
We'll start off with a side view just before I closed em up, 5x cannon-cannon-overdrive per turret.
These little...
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