Thank you!that is relly beautiful effort to make voyager come alive. great detailing very thought full with all the rooms so far. keep up the good work
I really like this idea.So galoska if someone were to make a server just for making 1:1 ships like this, would you bring this there to work on? each person could be their own faction to prevent tampering or something. Just an idea for now but it might be a server I could look into doing in the future. I think having a server like minetrek but not toxic and for starmade could be interesting. Not just for trek ships, maybe even.
What, 172x166x115 too much for you? That's ok, I started out with nothing bigger than 20x20x5i hear that about needing a whole team to build ships and what not. anything over 150 in any direction seems to be horribly complicated. and thats just for none logic ones, and with all the detailing even more *#!&^*^&#!! crazy and still making room for the systems let alone for actual details at any level. id help if i could but some times its just more of a hindrance with some ppl. dont give up and keep it going , even if u have to take a break =)
do you mean the server I was talking about or the one the ship is on, because the ship isn't on a server and the server I was talking about is still not happening yet.i would love to join this serer, can i get the ip? also i love star trek, im more of a geek lol
so i would love to see this
I've actually found that running 2 instances of starmade(on the same PC) really addresses single-player lag. I think it has to do with most OS being retarded about thread priority.Jeez, you are a wizard! And you really need a better pc.
I don't know if hosting on a different computer and connecting like a server will help but if need be I can help out there!
Amazing detail so far!
Do you use area triggers or activation gates for the opening?It's a shame about how the hitbox on slabs doesn't work right currently and sitting on them puts you at the same height as sitting on the full slab. But they are working on that and slabs sliding past one another, which will be nice.
EDIT - It works now! Time to add thin sliding doors to all the rooms! ^_^
I have made a bit of progress. I have started deck 6, put in two huge holodecks, and installed a three way elevator. I've started building the crew quarters on the deck which take up all of the foreward ship on deck 6.
I haven't used any of the area triggers yet. I think there will be some uses but for crew quarters and the escape bays I am just using a manual button.First off, Nice to see another person trying to do a hybrid RP/useful ship in the star-trek flavor. (assuming they come back half a year later) I'd love to see this thing in-game sometime.
I've actually found that running 2 instances of starmade(on the same PC) really addresses single-player lag. I think it has to do with most OS being retarded about thread priority.
->run launcer 1st time: create dedicated server with 33% of average free RAM as max, min 512
->Run launcher 2nd time, set max memory to 55% of average free RAM, select "multyplayer", manual enter "localhost:4242"
Do you use area triggers or activation gates for the opening?
I'm doing an over-scale('cause starmade is a weird scale) defiant, and I've settled with what I think is a "good" trigger-system:
Trigger controller -> Button -> 5-chain delay blocks -> all delay&button connected to "or" -> "or" connected to "not" -> "not" runs plex doors
you can add a "privacy" or "security lockdown" feature by putting an "and" between the "or" and the "not", and connecting an "activator" in the room(and/or one in your jeffris tubes for a security room lockdown) to that "and" as well.
I found the sheer number of nav-markers for sliding doors (and installation nightmares) to be more than enough reason to avoid "most" rail-doors in my build...but you can run those off the same by having the "or" connect to the "open it" activators and the "not" to the "close it" ones.
interesting to note that I've found 2-spaces-away to be the optimum "trigger point" for auto-doors, both to allow easy pressing of "r" if they ever get stuck, and to give the server enough time to "capture" the logic signal.
I'm still interested in participating in this, I've just been pretty absent from the game lately, sorrythat's the question, what server do you mean
And as far as triggering on the door, there's a ship I have a blueprint for from the dock that has a combination of area triggers and user switchable logic so you can create a lockout on the doors too. That way they won't open unless "unlocked"
And speaking of the possible server I was talking about, it seems like it's finally going to happen soon, we just need to figure out how to set it up on the linux server we're running so that it automatically restarts periodically and auto saves (though obviously at different intervals) and then some slight other setup. But the commands, etc. for that are proving hard to find, if anyone knows how to set it up like that let me know.