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    1. 3

      StarMade Ship Systems 2.0

      23 barreled ams with ams decoy addition drawing 15k power * 70 ams on my dreadnaught = 1,050,000. Not 24 entities. Multiple turrets with this arrangement means 24 * number of turrets. Don't forget that it isn't just the number of entities that is the issue but the proximity of them to each...
    2. 3

      StarMade Ship Systems 2.0

      RequiredEnhancerCount = ( DockedMass - 50 ) / 5 PowerConsumption = NumberOfEnhancers * 50 (2,000,000 - 50) / 5 = 399,990 enhancers for 2m mass. 399,990 * 50 = 19,999,500 power regen required for enhancers. 19,999,500 > 2,000,000 i.e. 2m mass enhancer requires approx. 20m power regen, a direct...
    3. 3

      StarMade Ship Systems 2.0

      It isnt just the power blocks you have to consider, it is every block up the chain. The last paragraph of this post details two limits on turret power generation, I recommend that you read it. ONE actual large turret I have built is a deep welled turret of 32k mass that requires 86.4m power...
    4. 3

      StarMade Ship Systems 2.0

      Even if combat did occur at 7-10km (the approximate distance an ACTUAL large ship becomes a single point target) there is an extremely high chance that a) AI will miss the target enough times to be laughable. b) a player pilot WILL close the distance to give themselves more options. c) AI will...
    5. 3

      StarMade Ship Systems 2.0

      If you are going to make things up at least make them believable. It DOES NOT MATTER if a ship has weapons in its turrets or weapons on the main ship. The weapons used for each ship SHOULD NOT be optimized in the same way. Doing so introduces massive bias in the result. The ship with turrets...
    6. 3

      StarMade Ship Systems 2.0

      Isn't the point of self powered turrets to have NO drain on the main ship because they are SELF-powered? Also I mentioned that once the main ship's reactor is disabled the reactors all the way down the tree are also disabled as a measure to prevent spreading out RHP for survivability reasons.
    7. 3

      StarMade - Devblog May 22nd 2017

      Turret effectiveness cannot be balanced using AI accuracy as long as: Turrets fixate on targets even when a target is no longer able to be fired at (out of firing arc, even out of range in some cases) Some weapons still aim for ship cores Only after these issues are dealt with can AI accuracy...
    8. 3

      StarMade Ship Systems 2.0

      Possible Solution to multiple reactors online in a docking tree 1) Online chambers must be unique to an entity within the docking tree This will still enforce a TP cap, adding more entities to the tree does not let you keep adding any chamber you want to it, just ones you have not used yet so...
    9. 3

      Unify Scanning and Stealth systems

      At least I think it was you? Or at least someone with a very similar name. It won't be in your history though.
    10. 3

      Unify Scanning and Stealth systems

      RabidBat Posted that he would like to see unmanned ships be able to be scanned? If you meant detectable by scanners using the proposed system, unmanned ships would not be exempt. If you meant be able to use the active/passive scan as chosen by the builder of the ship then ideally the bobby ai...
    11. 3

      Unify Scanning and Stealth systems

      I have read many threads about changing radar and cloak to be "better". Some suggest merging the two, while others suggest providing bonuses on stealth activation/deactivation in certain scenarios. Neither of these options address scanners. In order to find a good solution all three must be...
    12. 3

      Unified power draw

      After experimenting with using auxiliary power to augment the stealth capabilities of ships (i.e. increasing the overall amount of other system blocks that can be stealthed by cloak/jam) it became increasingly obvious that not all power sinks (things that use power) use power the same way. My...
    13. 3

      Incentives to Expansion (Anti-Turtling)

      How does that quote go... "Never interrupt your enemy when they are making a mistake, it's impolite" Making suggestions here to fix your ship would be off topic so I won't do that here. Now for some carrot and stick (stick first). Add fuel mechanics. Fueling a larger ship is naturally more...
    14. 3

      Light Flicker On Damage

      Logic isn't the issue, it's the flashing aspect. Not even close. I suggest (or support rather) that the only feasible change is to turn off lights on overheat, rather than add individual checks for each light's damage level or flicker lights through some mechanism (the flickering causing...
    15. 3

      Light Flicker On Damage

      I agree with Benevolent27 when he says that flickering lights lag the game. Try making a flickering beacon now with a logic clock on a moderate sized station and fly out of load range, wait a min and fly back in. Your station won't load because of the beacon. So basically each light would...
    16. 3

      Light Flicker On Damage

      Same thing that would happen if your lights were destroyed
    17. 3

      Sexy Turret Competition

      Looks like about 32 metres long to me
    18. 3

      Light Flicker On Damage

      You can actually do this already with sensor blocks other logic and display blocks.
    19. 3

      StarMade v0.19318 New Explosions, Tools, and Bug Fixes

      Confirming that the power is not taken from power capacity when the beams are fired on server side, however client side power is completely drained from the ship in question.
    20. 3

      StarMade v0.19318 New Explosions, Tools, and Bug Fixes

      Noticed a few problems related to beams and missiles. Linking more than one beam group to a computer and firing it seems to "take" all of my ships power (2.6bn, tested with 2 groups of 50k modules each with 2 groups of 50k slaved beam modules). Now I say "take" because I'm not entirely sure...