Yep, it compensates against gigantic ugly ass bricks :PThat turret is definitely good for compensating a lot.
Yep, it compensates against gigantic ugly ass bricks :PThat turret is definitely good for compensating a lot.
Hey Keptick. Right now, I'm unable to work on my own supermassive ship, as my computer is down because of massive power surge to internal components. So I'm doing a bunch of planning, and I'm having issues with the size of my ship versus the super weapon. Is it possible to push a missile with beam slave to the point where it's more than a 100% slave to get greater range than 2 km?Yep, it compensates against gigantic ugly ass bricks :p
Thanks, I appreciate it.the slave effect can not ever be more that 100%. More blocks will just be redundant
Weapon range is dictated by sector size and weapon config. By default, missile/beam at 100% slave will have 3x sector range. I strongly suggest that you increase the size of your sectors, as it will increase stability a lot too (less sector changes).Hey Keptick. Right now, I'm unable to work on my own supermassive ship, as my computer is down because of massive power surge to internal components. So I'm doing a bunch of planning, and I'm having issues with the size of my ship versus the super weapon. Is it possible to push a missile with beam slave to the point where it's more than a 100% slave to get greater range than 2 km?
Also, I want to see a total ship broadside when the vessel is again up to date and back on schedule. Seriously, the visual effects must be stunning. It kind of reminds me of WWII battleships with their insanely massive guns...
Hahaha yep, I'd still have to be one hell of a brick :pAnd he takes his gloriously beautiful, incredibly optimized masterpiece into MP battle and it gets demolished in seconds by what is, in essence, a vogon destructor ship... a gigantic brick.
(grin)
I'm in the process of refiting the turrets. The last update I made was the super turret refit. Luckily enough turrets don't seem to require mass enhancers at the moment, and I can easily add some in the future.are you using old style turrets because of the mass problem with rails right now?
Nah, it's a completely different ship. It's called the silmaril, and it's not finished either :PI always wondered what that ship in your sig was, a really old version the Charon? a prototype for one of its super lasers?
Yea... it does mess it up. I could just fire it with logic, which would allow me to have a mixed beam too :DI always wondered if aiming (with the mouse) would destroy the great "channelling" look through the entire front section of the ship (silmaril, nice name btw). or could you technically "fix" it by using salvage beams for the part running through the ship while having the actual outputs in the front?
Awesome, thanks. 15km sounds awesome. I was getting frustrated, because the Leviathan was around 2km, and the farthest I've gotten my missiles to fire is 2km. It seemed impractical to have the weapons firing at that short of range relative to the ship, so with that kind of distance, it's relatively to scale of the ship.Weapon range is dictated by sector size and weapon config. By default, missile/beam at 100% slave will have 3x sector range. I strongly suggest that you increase the size of your sectors, as it will increase stability a lot too (less sector changes).
By default, missile/beam should have something like 15km range. I suggest that you make a backup of your starmade directory (just in case) and delete the server config file, along with the blockbehaviorconfig file (that one is found in starmade/data/config). The game should generate new ones with up to date values.
Uh, with block collision on the explosion would be a shockwave of pure lag, not spess magic energy stuff.
lol, thanks xDSo.... I found this thread. There goes my hopes and dreams Block Collision on anybody?
Seriously though, top work keptick