My best times with this game were between Rails, and Cargo so 2015-ish
Also most of that was due to the Mushroomfleet server which died when the new cargo system broke everybodies refinery/factory/storage systems on their homebases.
We were all expecting them to get fleets/ai fixed along with...
Putting void spaces on to the outter parts of ships is an IRL navy design strategy. They act as ballast, or suck up damage from hits in an environment where magical startrek shields don't exist.
Also your point is partialy why I said it would be hard to implement this properly.
You would have...
Let me clarify.
hard caps implemented server side would/have alleviated a lot of the Titan vs Titan server crashing battles.
Forcing a certain amount of void space into ship design would be really hard to implement properly, but it would end CENSOREDDeathCubes
First: One of the features of this build is to try to prevent you from placing those blocks at less than 100% efficiency. --Which is stupid--
Of course we're going to make the assumption that we have to place the reactors at 100% efficiency. Some Awesome guy built a feature into the game to...
I just came back after a couple of weeks to see what kind of cannon systems I can support on a 180m long ship with Power2.0.
TL:DR the answer is none. I could only cram 700 blocks into this space with a max output of 70k power.
If I wanted to get the 600,000 power that I would need to run this...
I have to balance it off of power-draw+(PowerHungrySystem) to get it working in new designs.
However I'm not primarily testing new designs; I'm refitting old ones, and running into problems with them because they where optimized to fit as much power into as small of a space as possible up to...
Embedding isn't working in my posts so here are the direct links.
So far I'm going to stand by my original assertion that the new power systems are too weak.
In order to refit my ship designs I have to put both components as far apart as possible not only leaving them in sections of the...
This isn't a problem with the new power system, it's a UI issue that I haven't really thought about until I had to learn some kind of weird new power thingey.
The only gripe that I have with the power system so far is that the reactor/stabilizer distance feels too high, (Or reactors are too...
DISCLAIMER
{I know that this is the Dev version, and what I'm proposing may already be in the works. I'm just mentioning this in case nobody else thought about it.}
While testing out the DEV branch I ran into a very annoying UI issue with trying to figure out how much power each weapon system...
Now that the new reactor system is out I've started testing it, and I feel like the new reactors are extremely underpowered.
My first test was with making a simple expandable Noob-Miner, and it quickly expanded exponentially to power the relatively small/compact mining array.
So that got...
Yeah I had to watch the video again to confirm.
I thought that the reactor/stabilizer modules had to be physically connected with conduit blocks to be effective which would make your nightmare ship extremely impractical.
Personally as the new system stands. I still think that it's not going to...
It really sounds like your argument is "DOOMCUBES must be cube shaped!" which can already be prevented with size/mass caps, and not any fancy power stuff.
Unless you want to fill that 3km gap with shields/Hull that would just make it really easy to sever the connection between your reactor...
This is probably going to get drowned out, but:
Is their any chance that schema&Friends can implement a maximum number for primary reactors that can be set by the server? Or a true/false for unlimited reactors?
When I saw the NPC Factions announcement I started playing around with some faction ideas that I had. Somehow I ended up sticking with a highly asymmetric small Bomber/Frigate design, and I'm going to see if I can build a fleet off of this aesthetic.
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