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    1. ProfDriftwood

      Storage Counting

      A while back I made an automated factory, which worked by pulling each block into a storage container specific to that block, checking how full it was with a sensor block, and then either turning on a factory set to make that block or placing its contents back into the primary storage container...
    2. ProfDriftwood

      Cake Build Server - The Most Delicious Build Server [Whitelist]

      Who: IGN ProfDriftwood Why: I would like an online space to build in. What: https://starmadedock.net/content/ms-06c-zaku-ii-type-c-early-production-type.7275/ https://starmadedock.net/content/zanzibar-class-warship.7468/ Cake: Strawberry Cheesecake
    3. ProfDriftwood

      Speed Logic

      Thrust Direction is not detectable with logic. Sadly. They would need to add a new block for that. It's been requested at least a few times before, so maybe someday. Sensors applied to thrust can be used to determine different speeds. There is no other way that I know of to get a 1% reading...
    4. ProfDriftwood

      [24th of May] Schine Bi-weekly Q&A

      I was curious about the design intent of chambers. Specifically, is the intended direction to have people build with more chambers than they can power at once, and adapt to the situation, or more to have ships be more specialized/single purposed? For example, I should be able to reassign defense...
    5. ProfDriftwood

      Your coolest logic creation?

      MChain--I was planning on adding a capsule checker to the auto-factory I showed off above. Is there a BP I could reference for your capsule checker, and would you mind if I integrated it?
    6. ProfDriftwood

      Your coolest logic creation?

      Two things I made with logic are pretty cool. First, the Zaku. Not logic related, but the eye and gun track to where your mouse is aimed with manual turret aiming. Waiting on launch of the weapon update to make it combat ready. In the mean time, I'm making this. This automated factory...
    7. ProfDriftwood

      Zanzibar Class Warship 1.0

      Principality of Zeon Battleship. This is a Shell. There are virtually no systems at all. There is quite a lot of RP love in the the interior. ~1/1 Scale. Exact proportions vary between canon interpretations. Though I did not explicitly use any of his templates, I did look to Gmodism's work...
    8. ProfDriftwood

      [14th of April] Schine Bi-weekly Q&A

      I was wondering what the future plans are for warheads and generally for close quarters weapons. With pulse being removed rather than updated, it suggests starmade may be moving away from close range combat all together. It certainly has a lot of issues and I could understand why you'd want to...
    9. ProfDriftwood

      CYBERSPACE SHIPYARDS

      Solar Wind Intake Gills--that's an interesting concept. I tend to think of them as radiator fins. I appreciate your comments on my ship. I do a lot of builds from existing works of sci-fi, it was nice to work on something that was a style of my own. I asked about detecting thrust direction...
    10. ProfDriftwood

      CYBERSPACE SHIPYARDS

      Neat thrusters, I like it! I have been working on a ship with a similar concept for the thrusters. I hope they add the Accelerometer block sometime soon. I love vectoring thrusters, and it'd be awesome if they could detect your ship's direction and assume an appropriate orientation automatically.
    11. ProfDriftwood

      How to preventing repeating signals

      Gotcha. That makes sense. Thank you very much!
    12. ProfDriftwood

      How to preventing repeating signals

      Hello, I made a harpoon the other day that uses an area trigger to know when to activate a door. What I wanted was for the area trigger to turn the door on, but for repeat signals from the area trigger to do nothing, such that it would stay turned on until a signal from a different source came...
    13. ProfDriftwood

      Zeonic Industries by ProfDriftwood

      Zaku + Dodai Shells are mostly done. Need maybe a few small detail bits, some logic. Waiting for weapon update to continue.
    14. ProfDriftwood

      Zeonic Industries by ProfDriftwood

      I ran into limit to the number of consecutive docked entities I would use, which left me a few joints short of a completed arm. At some point I may try to simplify and re-implement the arms, but for now I've slapped some quick turrets on it so I can move on. I'll detail them better later. Right...
    15. ProfDriftwood

      Attaching rails to docked entity

      I did not encounter that result when testing it Cr1xalis, I can only speculate why. First I'd suggest relogging and trying it again, see if it happens even after restarting the client. I've encountered different bugs with the rails that are typically temporary and resolved that way before, but...
    16. ProfDriftwood

      Attaching rails to docked entity

      Yeah, sending a high signal to a rail should undock it (last I checked) and you can combine that with wireless module to remotely detach it. The catch is I want it to undock, move, and then dock someplace else on an entirely different entity. With the 2 second redocking delay, this is probably...
    17. ProfDriftwood

      Attaching rails to docked entity

      Thanks for inquiring about this with the devs. I do agree that instant transfer is really useful, should have a place in the game. Since it is a bug, and thus not safe to rely on, does anyone know a reliable alternative to moving an entity from one dock to another? Perhaps Endal's crane...
    18. ProfDriftwood

      Attaching rails to docked entity

      Go for it. I'm not sure which platform is most likely to elicit a response.
    19. ProfDriftwood

      Attaching rails to docked entity

      What's the best way to ask a dev about the unmanned docking cooldown thing? Should I report it as a bug? I want to use that but I don't want to have to scrap a bunch of stuff later if it's not working as intended.
    20. ProfDriftwood

      Zeonic Industries by ProfDriftwood

      Thunderbolt Backpack is more or less done. Now I'm just adding the extra arms to it. The posable mounts in the following pictures should fit most turrets. They'll also let me shoot behind myself reliably. As you can see from the X-ray here, there's much better main entity space...