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TL:DR I wanna make a big co-build experiment. Taking notes for future here. :P
Disclaimer: first post will be edited repeatedly to reflect thread contents. Make sure you check timestamps if yer confused
Are you stuck on your own build? Do you like "fixing stuff that's not quite right"? Craving something bigger? Just want to do something small? Want to test and exploit the secrets of the starmade universe? Building a really big station? Ever wanted to melt a computer? This thread might be for you.
Hopes and dreams. What I'd like to suss-out here is a framework for "building right" on ships in the over 1.5 Kilometer cumulative directions(X+Y+Z), and "well over softcap" scale. This includes using smaller entities as "parts" of the bigger design. Put an eye to:
I'm choosing some informed-arbitrary values for "module" standards. Check over my math?
systems have tolerances, The math for tolerences gets complicated. Gotta have some standards.
What am I missing? Do let me know about stuff you think I should plan.
Disclaimer: first post will be edited repeatedly to reflect thread contents. Make sure you check timestamps if yer confused
Are you stuck on your own build? Do you like "fixing stuff that's not quite right"? Craving something bigger? Just want to do something small? Want to test and exploit the secrets of the starmade universe? Building a really big station? Ever wanted to melt a computer? This thread might be for you.
Hopes and dreams. What I'd like to suss-out here is a framework for "building right" on ships in the over 1.5 Kilometer cumulative directions(X+Y+Z), and "well over softcap" scale. This includes using smaller entities as "parts" of the bigger design. Put an eye to:
- multy user-ready: pilots pilot. But a ship this big needs a crew
discuss,
Use weapons connected to core, ex turrets, Use thrust and primary weapon {ship-ai, drone}
to be updated based on discussiondiscuss,
I know a computer connected to an active logic block is no longer useable by AI, I suspect unconnecting from core does the same. Useful for broadside/stern/keel weapons{permission blocks?}.Charge jump drives{without logic}. Activate docked thrust. Activate Aux Power.
To be updated based on discussion.
- multy-faction ready (coalition ship fielding). Permission blocks are interesting. Permission-docked entity chains are REALLY interesting.
Discuss
permissioned dock letss you make sections of the ship available to a second faction. You can have a "public-joined" faction set as your allies, and offer docking for newbs. Spawn in "hangar" module from an alt in that faction, set it to "personal" for either that alt or your newb ally. I think you get to inherit it's thrust.
Ally storage, secure cargo exchange,
owner can set the "hangar" as a fleet mothership if it's built the right way. ally-contracted mining ops can be a thing.
I'm choosing some informed-arbitrary values for "module" standards. Check over my math?
systems have tolerances, The math for tolerences gets complicated. Gotta have some standards.
-
core-connected systems need to be balanced to use primary power only. These include
- main ship thrust
- core-connected weaponry
- primary shields
- mass enhancers(a joke at this scale)
Some systems can't be used by AI, so their e/sec can come from AUX
- Main function to ship is mobility, thrusters and aux-power will be the majority of system HP.
- thrust gained per block, scroll out to the 200 000 thrust(Y) area, check out the blocks required X
- power used per thrust =(power used by thruster) / (thrust produced by thruster)
Capacity vs # of blocks (x)
Weight vs # of blocks
Slightly more readable at titanic scroll-out scale:
Capacity(Y-blue, in ten-thousand-e-units) vs mass(y-red, direct value)
- thrust gained per block, scroll out to the 200 000 thrust(Y) area, check out the blocks required X
- shield systems should be designed to softcap power. everything avter that should be designed to "brute force" 25/sec standards. Every section should have an independant sheild-bank to set values to compensate
- Jump system(s) designed to aux-power
- logic jumper could be dangerous...?
- mass enhancement would be a joke with modules of this size, work-around on per-module level.
- Mounts all titan modules in standard interface,
- preferred expansion direction is vertical
- Primary weapons systems unlikely to be brought to bear without significant maneuvering, long recharge high-utility reccomended. Disable AI's use of most of them, since Aux will be an issue. permission modules to let other levels of people use them, and permission the entrance the same way.
- Center-of-ship-rotation main turrets (max view/fireing arc)
- Docked, Nested "shield plates" to add s/sec to important areas and bypass returning gains on capacity/recharge
- "Small" "medium" and "large" docking areas designated to certain roles
- designated "thruster modules" to combat the ever-increasing weight of it's symbiotic and parasitic entities via inherit-thrust. (diminishing returns)
- transporter pads for inter-entity navigation
- Dedicated scanner(s)
- jump inhibitor.
- Specification Aux-power Structures
- specification mass:thrust:energy-generation stable(ish) corridors, intersections, navigation
- Specification primary thrust
- Plug for standard transporter pad
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