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Tiberiumkyle

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Everything posted by Tiberiumkyle

  1. For salvage fighters at least, you can use this mod until something official comes along.
  2. That e+00whatever is actually pretty simple, taken the right way. Basically, move the decimal point to the right, however many the number after the e+ is. Example: 3.9e+006 = 3900000 or three million nine hundred thousand. Works for this game, at least. Provided I didn't derp on the math.
  3. Agreed, such a function would make an already fairly nice build mode even better.
  4. Somewhat related, I've noticed salvage turrets are the highest raw dps turrets in game, just really short ranged and appear to do nothing to shields. Against unshielded ships, those'll just melt against a good salvage turret array. Game doesn't care if the ship is wreckage yet or not. Combat salvaging is entirely viable long as you can weather the incoming fire to get close enough and drop any shields the target ship may have.
  5. Looking at my ship setup, I realize I appear to be lacking 2 armed turret slots I should otherwise have. 5 legendary armed turrets upgrades + default slot = 31 armed turrets slots. I only get 29. The unarmed slots appear correct, at least. Legendary unarmed upgrade + default unarmed and generic slots = 8 slots, all of which I have in use.
  6. Legendary (un)armed turret upgrades are 6 each, all turret upgrades 5 each. Edit: Now with pictures!
  7. Yeah, 15 slots just about fills all the available space with how they're arranged. Haven't found a cap on turrets, though, and I've already run the unarmed slots off the ship screen and into the bottom toolbar space. (29 armed turrets, 8 unarmed turrets)
  8. Don't know if higher tier material makes computer cores more efficient. My testing on that has been limited to shields (yes), generators (yes), energy storage (yes), warp cores (yes), crew quarters (no), cargo (no), hangars (no), integrity field (uncertain), thrusters (no), and engines (no).
  9. Pretty sure it's not possible right now. All you can give in game are credits and resources, nothing else.
  10. Did you account for computer core blocks getting you upgrade slots earlier than you otherwise could from volume alone? I've managed to get up to 15 slots, upgrade tab no longer lists volume needed for next slot, dunno if 15 is max or I simply broke the UI a little bit.
  11. They get pretty large once they're needing 6-7 crew, and I'm pretty sure I could make em larger, in testing.
  12. From my own testing, it looks like tech level determines size of the turret, as well as general stat potential. Higher tech level = bigger turret, more crew, higher stats (dependent upon quality)
  13. Working great in multiplayer so far, just two players though. While both of us have the scripts installed, I'm the only one to have used them so far, due to my friend not finding any salvage fighters in time to use em before calling it a night.
  14. If you find you can't seem to damage a bit of wreckage, bumping it with your ship seems to wake up the game to realizing that thing needs to take damage, then you can salvage away. I've seen this happen on occasion. As for turret material, that appears to only determine what sot of hull you can mount it on. Tech level is what determines how powerful it can be. Except mining lasers, it matters for those, as they can only mine up to one tier higher than the turret material.
  15. Working only after entering /run local ship = Entity() ship:addScriptOnce("data/scripts/entity/carriercraftorders.lua"), jumped a sector before attempting to use, but the extra puzzle piece showed up immediately.
  16. That's where I first checked, nothing. Nothing after getting back in, either.
  17. There is. It's also the ship I'm usually flying myself, but still had no extra orders when I switched to drone and seleced it.
  18. Yes, replaced the defaultscripts.lua with your own. Lemme know if that's the wrong log, haven't yet poked at this games logging stuff. serverlog_Mon_Jan_30_12-14-44_2017.txt
  19. Removed the old scripts, installed the updated stuff... exact same lack of orders/new puzzle piece in top right. Have hopped out and back into ship, jumped sectors, restarted game, nothing, still.
  20. Thrusters rely on surface area, not volume, for effectiveness, along with distance from center of mass. Many thin panels of thrusters work better than single large blocks of them.
  21. Far as I know, only possible if you've made manual backups of the galaxy. Otherwise, you're going to have to rebuild.
  22. Not working for me, dunno why. Installed as you said to, launched game, no new orders, lack the extra puzzle piece you mentioned that should be in top right. Double checked install locations, looked good there, restarted game, still nothing. Reinstalled the script, still nothing. Fighters just ignore wreckage unless I target it and tell them to attack. Would your earlier captained ship salvage script be interfering? I do have that script installed, haven't tried yanking it out to try without, yet.
  23. Huge thanks for these, especially the /crew command. Greatly simplifies and speeds up ship management, especially with the huge, multi-thousand crew thing I just built.
  24. Armor is heavy, will slow you down, but quite durable and stops the block penetration of railgun shots, which otherwise punch through all blocks in their line of travel, dealing damage to each. Shields are lighter, and regen, but cost power, don't protect against collisions, and weapon generation RNG will sometimes slip in a % to penetrate shields modifier. Highest I've seen that I can recall was 24% chance per shot.
  25. Diminishing returns don't appear as bad as I thought they were, at least when building huge in the first place. No idea on the math, though.
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