Thanks for the help, i now have a high level jump drive, a high level scanner, and my shields recharge a fast now. Is there a reason not to set reactor capacity to 100%? does that degrade efficiency?
yay! well done! but you chamber is too big, eating up uneeded space: check the values of SIZE and Minimum Size Req! You need a small buffer to keep up it working if some blocks are destroyed, but too much is just dead weight.View attachment 55484
Yep, that did it. View attachment 55485
And it looks like i can level it up too. This is good to know. Now i can finish my test plaftform ship.
So there is a method to that madness: no weapons have been installed yet. so i may need to enlarge my reactor and if so, i don't want to go back and have to adjust those chambers.yay! well done! but you chamber is too big, eating up uneeded space: check the values of SIZE and Minimum Size Req! You need a small buffer to keep up it working if some blocks are destroyed, but too much is just dead weight.
Cheers,
Well, you should use as much you can, but do not go over 100%. It will overload the system. Use only use what you need. The more blocks you have the more engine blocks you will need and more power will be needed. Keep it close to your desired base spec. Otherwise you will start with a frigate and end up with a ineffective Titan...Thanks for the help, i now have a high level jump drive, a high level scanner, and my shields recharge a fast now. Is there a reason not to set reactor capacity to 100%? does that degrade efficiency?
First of all, sorry for the grammar here, I'm on a mobile wih different language setup. not a native speaker either so be gentle =)So there is a method to that madness: no weapons have been installed yet. so i may need to enlarge my reactor and if so, i don't want to go back and have to adjust those chambers.
Now for a new problem: How do you make turrets now? 3 years ago i would put a rail docker on a ship core, and fire a docking beam at a turret docker. I went to do that last night and i could not figure out how to dock the first core to the ship. Not sure if there has been a drastic change, or if i am making a mistake somewhere.
Don't worry about the grammar, i has multiple college duhgrees and still screw up my own language, a lot.Well, you should use as much you can, but do not go over 100%. It will overload the system. Use only use what you need. The more blocks you have the more engine blocks you will need and more power will be needed. Keep it close to your desired base spec. Otherwise you will start with a frigate and end up with a ineffective Titan...
First of all, sorry for the grammar here, I'm on a mobile wih different language setup. not a native speaker either so be gentle =)
The basic mindset for the new power system is:
The size of your power reactor will determine the size of your ship. this happens because you have a minimum distance between your reactor and the stabilizers groups. I explained this in details on a post above. Check the "University Index"on the OP.
After you reactor is set and your ship has been wireframed you can start to add chambers, rooms and systems... If its a RP ship it will have more rooms and less systems. If PvP it will be the opposite.
if you add too much of one system like weapons, e everything else will be hindered, due to power constrains. you can grab more power or reduce comsumption of some systems with specific chambers, but you will also have reactor constrains.... what to favor will deppend on your objectives and skillset. thats the beauty of starmade....
Now, into turrets...
You need to start by adding a rail turret axis block to your main fuselage. leave some room, now turrets have colision areas and need clearance.
after that you need to design a turret base that fits. it usually starts with the horizontal axis. after that you need another turret axis block, but this time on the other axis (vertical). the turret headpiece also needs clearance to rotate inside or outside, your choice, of the other axis (base). it could be quite a challenge at first... but its not that hard. it works just like any real robotic arm or old battleship emplacement!
important: the bobby ai and the weapon computers go into the headpiece!!! do not forge to attach the weapon blocks to their respective computers.
start working with this... we can expand later. check my HammerFall Cruiser or the Armageddon Navy Issue on the Community Content! They both have turrets. Take them apart and see how they work on the inside.
cheers!
Hum.... Well, quickfire is just a change of the values of the game files, no mechanic was changed, but you will need more blocks of a kind and less of the others... I aways run with stable so they xan really help you with the tunning. but yea, for turrets you still need one core per section, but the hp works different you ship will not overheat by the core, but by the reactor.... Im most a role play decorator guy so I may not be a good adivice on stats and systems but I can somewhat help you with general design, logic and rails.Don't worry about the grammar, i has multiple college duhgrees and still screw up my own language, a lot.
One caveat that is going to screw with things, is that i am running the quickfire config, with the quickfire initiative. So someof the power features are different, like stabilizer distance is disabled. Seeing as i have been gone for a while i view this as a noob test for that config: is it easier to pick up or does it make the game harder? I think that it has helped me get back into the game a bit because there is a big thread on it with good details on the mechanics. Also from what i understand, that config will be standard in the universe update. So any ship i make will already be prepared for that update...
This throws a wrench into things, because i have to figure out what is a vanilla mechanic, and what is a mechanic that was changed. I have to keep that in mind to make sure i ask the appropriate question in the appropriate thread.
As for the turrets, do they need ship cores for the axis blocks, or can i attach those directly from the ship? I will play around with it and send screenshots. When the rail update came out each axis needed a ship core, and i assumed that is still the case...
I believe you flipped the systemView attachment 55486
So yeah, i have the turret docker on the ship, and a rail on the core, but i can not get them to dock. Am i using the right blocks? There is no docking beam like in the past, how do i attach a core to a rail dock?
Never mind, i figured out what i was doing wrong,it was a Rail DOCKER i needed.... boy do i feel stupid.
Thanks for the help so far. I got a lot done that i would have struggled with otherwise...
So the HB should just sit and watch you coming in with warheads and making it swiss cheese while perfectly apt warships with activated AIs are docked to it, if it has no turrets?The weapons etc on docked ships (not including turrets) should honestly be disabled outright, non-functional and not drawing power until they're undocked.
Armor Type | Mass | HP | Armor |
Basic | .05 | 400 | 0 |
Standard | .1 | 300 | 4 |
Advanced/Crystal | .2 | 150 | 15 |
Standard: Advanced Ratio | Mass | Armor | Blocks/Iteration | Armor/Mass | Armor/Block | Mass/Block |
1:1 (Tested as 2:2) | .8 | 40 | 4 | 50 | 10 | .2 |
1:2 | .5 | 35.5 | 3 | 71 | 11.833 | .167 |
1:3 | .7 | 51 | 4 | 72.857 | 12.75 | .175 |
1:4 | .9 | 66.5 | 5 | 73.889 | 13.3 | .18 |
2:1 | .4 | 24 | 3 | 60 | 8 | .133 |
2:3 | .8 | 55.5 | 5 | 69.375 | 11.1 | .16 |
3:1 | .5 | 28.5 | 4 | 57 | 7.125 | .125 |
3:2 | .7 | 44 | 5 | 62.857 | 8.8 | .14 |
3:4 | 1.1 | 75.5 | 7 | 68.636 | 10.786 | .157 |
4:3 | 1 | 64 | 7 | 64 | 9.143 | .143 |
Empty space is good on pvp ships too not just on rp ones but for different reasons.After you reactor is set and your ship has been wireframed you can start to add chambers, rooms and systems... If its a RP ship it will have more rooms and less systems. If PvP it will be the opposite.
Please note that it is a really bad idea to use point defence in amounts sufficient to counter missile swarming because you will lag everything to death.Shields in StarMade consist of two blocks: Shield Rechargers and Shield Capacitors. The shield's radius can be somewhat difficult to predict, but it follows the equation radius=.0301(b^2)-1.358b+16.193 where b is the number of shield rechargers placed (to find the number of blocks necessary to achieve a given radius, simply swap the variables). Each shield recharger provides 5 regen/second and draws 50 power/second. Each shield capacitor reduces regen by 1. Turrets within a shield will be covered as long as the shield has hp remaining. Note that the missile-missile combination ignores shield strength, so point-defense is necessary on larger ships.
Missiles have a shield strength directly related to the damage they do. It is theoretically possible to defend a ship with as few as 4-6 point defence turrets (depending on the specific design of the ship). And the kinetic effect module can be used to shift all damage to kinetic damage, thereby increasing the damage per second. This can be used with the cannon-cannon weapon combination to quickly destroy missiles.Please note that it is a really bad idea to use point defence in amounts sufficient to counter missile swarming because you will lag everything to death.