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      Phantom Eta 2019-07-27

      4d275b92ff5842628bb6aab536b3b1e0 Phantom Eta Rev A by AdmiralEsarai on Sketchfab ————————————————————————————————— === WayStar Naval Directorate === ————————————————————————————————— Office of Strategic Intelligence Asset Capabilities Report Subject: 'Eta' class Clearance: Eyes Only...
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      Phantom Alpha - Star Variant A

      2c5c291046844f7dbaf3e2aec230c9c2 Phantom Alpha Star by AdmiralEsarai on Sketchfab ————————————————————————————————— === WayStar Naval Directorate === ————————————————————————————————— Office of Strategic Intelligence Asset Capabilities Report Subject: 'Alpha' class, Star Variant Clearance...
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      [Weapons Update] Missile Turning Rate inverse to damage

      Thanks for sourcing that, I wasn't on the Discord when it was said, had no idea. After having derped around in Dev build for a while with missiles, I'm starting to realize the extent to which missiles have been nerfed. It's really hard to get a missile anywhere close to previous damage levels...
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      [Weapons Update] Missile Turning Rate inverse to damage

      This is a good thing. It's still beside my point of a ship being able to carry multiple missile systems designed for different target profiles, and you're still asserting something that isn't true: the designers did not intend to force everyone to min-max their missiles, and this is...
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      [Weapons Update] Missile Turning Rate inverse to damage

      I have considered this and concluded that it does not introduce a problem since it is possible to load a ship with more missiles than your refire rate will allow you to launch before a reload cycle, freeing up room for a continuous barrage of anti-fighter missiles and the occasional...
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      [Weapons Update] Missile Turning Rate inverse to damage

      Ooh that's cool, I missed that in my experiments with missiles. Pretty close to what I was intending, actually, just I think the base missile system should still adjust turning radius so that huge block counts can't fly-swat smaller ships with ludicrous ease. Right there with you on the...
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      [Weapons Update] Missile Turning Rate inverse to damage

      With the new Cannon penetration mechanics intended to encourage the use of weapons that are appropriate to the target being fired on, I'd like to suggest something similar for missiles: Turning rate and velocity that is inversely proportional to the missile's damage (another way to describe it...
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      Ragnarok Galaxy, Persistent RP, Dangerous Reavers, Active Community

      Love the character. Application approved.
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      Spearhead Yachtworks (formerly called "Zenatio Shipyards")

      I was working on a Timber Wolf/Mad Cat at one point. It was going to have a huge pair of solid-state torpedo launchers hurling 40 self-guided warhead bombs per salvo. The prototype worked beautifully. Ammo racks successfully cycling is a spectacle to behold... but then someone ATE THE...
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      Spearhead Yachtworks (formerly called "Zenatio Shipyards")

      Indeed it is. I wanted to do an homage to one of my favorite 'mechs, and it already looks like a fighter with legs. Still working on finishing the interior and systems, but the good news is the hull is complete. In case you're wondering, those giant wing cannons are turrets. I'm also being a...
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      Spearhead Yachtworks (formerly called "Zenatio Shipyards")

      Something's happening. It's a preview!
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      Spearhead Yachtworks (formerly called "Zenatio Shipyards")

      We totally could.
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      Spearhead Yachtworks (formerly called "Zenatio Shipyards")

      Sneaky peeky time:
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      Spearhead Yachtworks (formerly called "Zenatio Shipyards")

      I have no idea how to photograph Masakari, it's not shaped like most of my ships.
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      Spearhead Yachtworks (formerly called "Zenatio Shipyards")

      SURPRISE! It's time for a very long overdue update! This bad boy is the SBS-171 Masakari-class battleship. For maximum facewrecking, it carries quad ion beams, a rapid explosive beam, one LRM20 launcher, twin MRM20 turrets, and 20 AMS pods. As usual, it comes with a complete roleplayable...
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      SBS-171 Masakari Rev D

      Masakari. Japanese for battle axe. Because that's exactly what this ship is. Meant to get up close and personal with any fool you want dead, the Masakari-class is adept at closing fast and killing even faster. Carrying quad ion beams, a rapid explosive beam, twin heavy autocannons and a...
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      Valkyrie Strike Destroyer - UPDATES.

      Hello StarMade! I'm finally catching up on modernizing my vessels and here's the first one, the SYD-701 Valkyrie C! Fully updated to use rails, the ship had a complete systems overhaul to increase combat versatility and look shinier while doing it. Each torpedo has been given its own computer...
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      On the Efficiency of Rail Turrets

      Precisely, Knack, hadn't really considered the extent of such a system like that, but that complexity is why I chose to suggest an algorithm that could be run with just four extra variables for min and max attitude and elevation and a pointer to the last collided object.
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      On the Efficiency of Rail Turrets

      The condition for performing another check is that the host has changed in some way. Moving along a rail could trigger this change each time the turret moves to a new rail block.
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      On the Efficiency of Rail Turrets

      That's definitely a good idea. I considered it as my suggestion, though I felt it may be too processor-intensive for a game. State-space searches like that can get very costly very quickly. It would be possible to do it as a separate thread and mitigate impact on gameplay, but if not done...