- Joined
- Dec 29, 2014
- Messages
- 459
- Reaction score
- 269
This is a stick of power and guns
It makes 400.000 power with 850.000 capacity, matching the weapon's drain.
It fires 13 rounds every two seconds from the business end, triggered by the logic in the fun end
Stick them in a circle and you get a minigun
This thing used to make me happy but now it just makes me sad. I made this to beat the power limitations, but since power has been changed you could easily make a gun that does the exact same thing without any of the drawbacks:
This gun would need to be twice it's size before it would have any advantages at all, and it's allready oversized for a 15k mass ship. Sure it still functions like it did before, but its no long good because simpler solutions are made viable now.
I've had plans for arranging multiple of these for much larger ships, but now what's the point in that? my quadruble minigun turret would be too large for a titan if kept in efficient ranges.
I prefer making ships in the bad power range, because there's much more to be gained by creative solutions; after all without adversity there's no reason to do anything different. People saying you can just remove power generation if you have too much clearly don't care about making efficient designs; none of the ships i've made in the past 6 months can be "updated" to be efficient, because the designs that were efficient no longer are; they need to be remade from scratch.
Anyway, post stuff in this thread this update destroyed.
It makes 400.000 power with 850.000 capacity, matching the weapon's drain.
It fires 13 rounds every two seconds from the business end, triggered by the logic in the fun end
Stick them in a circle and you get a minigun
This thing used to make me happy but now it just makes me sad. I made this to beat the power limitations, but since power has been changed you could easily make a gun that does the exact same thing without any of the drawbacks:
- Huge spinny thing requires lots of mass enhancers and open space to allow rotation
- Big weakpoint vulnerable to damage
- Complexity of construction; took 6 iterations on it to get timing and logic to auto-recover from outages and general sillyness.
This gun would need to be twice it's size before it would have any advantages at all, and it's allready oversized for a 15k mass ship. Sure it still functions like it did before, but its no long good because simpler solutions are made viable now.
I've had plans for arranging multiple of these for much larger ships, but now what's the point in that? my quadruble minigun turret would be too large for a titan if kept in efficient ranges.
I prefer making ships in the bad power range, because there's much more to be gained by creative solutions; after all without adversity there's no reason to do anything different. People saying you can just remove power generation if you have too much clearly don't care about making efficient designs; none of the ships i've made in the past 6 months can be "updated" to be efficient, because the designs that were efficient no longer are; they need to be remade from scratch.
Anyway, post stuff in this thread this update destroyed.