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      A Vaygr Officer's Testimony against the Vaygr Empire

      Quality content, well worth checking the Dock today. A lot of these pieces of info are things I've seen confirmed elsewhere, but that mostly goes to show the veracity of this as a whole. Glad this is all out in the open, for those that didn't already know the majority of this sordid business...
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      how many rail mass enhancers?

      Rail Mass Enhancer - StarMade Wiki
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      Basic Healthy Multiplayer Etiquette

      Rule #1 won't stick. Servers will choose their rules as they please, and that may well include "consensual PvP only", but such a rule will almost certainly not become ubiquitous. Especially as the game (hopefully) develops in terms of conflict balance (reasons to engage, resource balancing...
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      Sketchfab Import Guide

      Thread updated to reflect my inactivity. Disclaimer section contains suggestions for further maintenance of this guide. ;-;7
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      Warp Drive Autopilot!

      An improvement I'd recommend to the jump drive system is that, regardless of input, it should try to make sure all drives are charged to the threshold, and then push the selected number of drives past that threshold to jumping. Standard chaindrives work because the drives continously charge when...
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      Port Vandermier - progressive shipyard build

      I know I'm late to the party on this one, but this is wrong. Chain-drives are still entirely functional, to the best of my knowledge. A while ago now, an exploit allowing correctly built logic-drives to charge and jump instantaneously was removed, but the mechanic remains functional otherwise...
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      Remove Mass from Defensive System Calculations

      I think the issue is that the proposal doesn't actually incentivize putting everything on the main entity, as far as I can understand it. For example, we'll use Ion because that's a popular one to put on a docked shell. The shell, having no shield capacitors, has a shield capacity of 220...
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      Scanner Computer activation via logic

      Please refer to my post on this subject. Logic scanners, being completely automated and operable at a much higher frequency than normal, would scan rapidly enough to nullify any stealth ship at any point in time, without any required player action beyond activating the system. If you want to...
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      Beam Weapon Visuals - Travel time

      One of the key defining factors of beams is that they're instantaneous. Fraction of a second or not, I see no reason to change that. Also, seconding the fact that even on the technically astronomic scale Starmade is at, any light-speed or near-light-speed weapon wouldn't take a humanly...
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      Warp Drive Autopilot!

      This idea has been around a bit (albeit not very publicly), although mostly with the concept of an entire grid of sensors. The problem there, of course, is that the quantity of sensors required is too hard to maintain, both due to setup time, physical damage by pirates or players, and random...
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      What do you look for in a mining ship?

      Hate to break it to you, but in the current build (and, indeed, very many before that), this does not work. It hasn't for a while, to the very best of my knowledge, although I couldn't tell you when it was fixed.
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      Scanner Computer activation via logic

      Why you are so filled with disbelief, I don't know, but I'm happy to clear things up. A 1-block scanner in a small module consisting of (core+docker+wireless+scan comp+scan antenna) charges in less than 23 seconds, but we'll call it 25 because that's a nice number. 5 of these can be fired at...
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      Logic Scanner Concept v0.1

      This is a quick and dirty proof of concept for something that I sincerely hope will never be included in the game (at the very least, not on board ships): a logic-operated scanner, not dissimilar to a chaindrive or the logic-operated jump inhibitor exploit I've posted. Only one scanner module...
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      Wireless range

      As far as the game cares, unloaded sectors don't exist. Wireless modules in unloaded sectors, therefore, cannot interact at all, because they are not being simulated.
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      Wireless range

      Wireless logic range, to the best of my knowledge, is unlimited, as long as both ends are loaded. I don't know what you mean by "major sector". If you mean a star system (16^3 sectors), then yes, you could very easily have the other end of the wireless logic be unloaded; by default (not sure if...
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      Per-entity control of logic pipes via advanced build options

      Yep, fairly desirable, especially in terms of gradually decreasing the (nonsensical) power of build-mode scouting; being unable to make out logic contraptions in enemy ships would be a big improvement in terms of that balance. Possibly another override that ensures all enemy logic pipes are not...
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      Scanner Computer activation via logic

      No, not for ships at least. Stations? Perhaps. If scanners could be activated by logic, I would build the following system, as would many other players, effectively removing any cloaked gameplay from the meta: several 1-block scanners on separate entities docked to one ship, linked to logic...
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      Integreity block: the anti-salvage, anti-warhead block

      Boarding is not in a state, balance-wise, where it poses a relevant threat to a prepared player. Warheads, thankfully, can still pose a threat. I do not see how they are troublesome enough to need a block which simply negates their use.
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      Salvager Efficiency

      Seems pretty simple to me; logic clocks minimize effort, such as holding down the firing button. I know video games are, in fact, not serious business, but it still reduces what fatigue you do get from having to hold a button down to mine on long trips, and reducing the fatigue of a boring task...
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      Salvager Efficiency

      Also bear in mind the initial ticks that salvage beams do to each block. It's always 10 ticks, but the total damage dealt by these varies based on slave systems, and this means that the true maximum is a bit less than 200 damage/tick for the different systems.