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SinBad

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  1. I always have my crew block as the base block in the centre of the ship. When ive waited for 600ish crew to level up, they seem like the thing i would least like to loose. I build cubes, so the next layer is the dense blocks, dampers, gyros, generators, hyperspace, shield and batteries. Then the less dense, computers, cargo, integrity (to keep them close to the armour) and some frame work to fill out the shape in the corners. Next is engines and thrusters and hangers. Then a few spaced layers of armour, one large face filling plate on top of another(for rails) topped in a thicker layer (for collisions).
  2. why build a ship? just slip this in your back pocket, take a deep breath and hop out an airlock. ;)
  3. I just own the cube. They are less about cosmetics and more about performance through component balance and placement. you can pack a heck of a lot of stuff into a cube because a lower percentage of your volume is given over to armour. i pretty mine up a bit with a few cosmetic holographic designs on the outside as well. so my advise is, own the cube and make the best cube you can (a cube will generally out perform cosmetic builds anyway)
  4. Well it seems that the list of threads i mentioned in the last post does get the 'new' tag when new posts get made.
  5. Dont forget that a warship shaped like a rifle tends to look more agressive. Dont believe me? Play halo.
  6. ok, so if you go to profile/account settings/notifications, you can see a list of what you have subscribed to. it doesnt indicate if there are new posts on the threads, but its better than trying to remember a dozen threads and missing that one relevant message posted to a thread thats been inactive for two weeks. only email... wow. at least the post entry box is nice.
  7. Every forum ive signed up for has an internal notification system. You log in, and somewhere (generaly near where forum supported private message notifications are displayed) there is a visual indication of new notifications that when clicked on, will display a navigatable list of notifications. Email notices are just one more thing to clog your inbox, especially on active threads, or if you follow a dozen at once.
  8. well, if other folks have them working, where to go in the forum to see your notifications? i turned off the email ones as i dont need mail about a forum i check daily...
  9. go back to the smugglers base and retake the first mission. step through the missions again until the guy asks you to collect the parts. when you talk to him gain, dont say 'hello' as it will just give you the part collecting mission again. instead select 'here are the parts' and he will then give you the thing you need to go get the thing you are looking for.
  10. i took the time to salvage a whole field of these (unowned, of course) and found nothing but the materials they were made of. maybe an incomplete feature?
  11. i would like to see the computer blocks contribute to hyperspace calculation times. even if its only a little bit. i would also like to see hyperspace energy use tied to the distance jumped. i understand that ripping a hole in space big enough for a ship to fall through probably takes up most of the energy, but a 1 sector jump shouldnt fully drain the hyperspace energy of a ship thats capable of 20 sectors unaided. i do like the idea that it has to be fully charged to initiate a jump, but shorter jumps shouldnt use the full bar if you can do longer ones.
  12. it doesnt matter where you place them, they will produce the same force from anywhere. that said, they are dense, heavy blocks. i try to cluster them close to centre of mass in an attempt to keep my rotational inertia to a minimum.
  13. I dont want to post a rude "git gud" reply here, so if it seems i have, sorry. 1. dont go fast toward asteroids or stations. -or- dont go directly at asteroids or stations if you are going fast. aim to one side a little bit so if you overshoot you dont hit it. 2. Have better lateral thrust. a few taps on lateral thrust can nudge your vector by the few degrees you need to turn a collision into a miss. 3. Use Integrity fields. these increase a blocks HP ten fold. so a 10 hp tiny block will have 100hp instead. 4. dont use tiny blocks. a block is destroyed when it runs out of hp. hp is based on block volume as well as base stats, so a 0.1x0.1x0.1 block of trinium armor is far easier to destroy than a 10x10x1 girder frame block. detail looks good, but see if you can merge some blocks together, or extend them deeper inside your ship to get more hp per block, making them harder to destroy. i use a combination of these. i have 100m/s/s lateral thrust to the sides as well as up/down. i routinely traverse asteroid fields at 1km/s speeds, using lateral thrust to dodge (the optional prograde marker is extremely usefull in this situation). my forward most block is a 33x33x1.5 block of trinium armour thats backed up by integrity fields. ive bounced off asteroids at 500m/s in fights without blocks being destroyed. half of the solution is changing your piloting habits, the other half is engineering your ship to support manoeuvrability and the possibility of occasionally tanking a hit.
  14. ok, almost 1/4 of one face done... problem is, that's over 6k blocks and the game is getting... unhappy with me. maybe save this level of detail for small borders or highlights. but the point stands. cubes are only as ugly as you are willing to let them be. maybe keep it simple though, like this
  15. thanks, i think. yeah, its hard to find the right colours on the palette when they all end up glowing pastel versions. im working on a celtic design using 0.1x0.1 blue lines on a 33x33 black cube at the moment. trying not to have more than 0.3 worth of black space around any blue 'pixel'. it will be fiddly and intricate, but monochrome for ease of painting. i found some great 400x400 pixel art images that i would like to try out for my next cube, but im not sure where the forum draws the line between art and porn, so i might pick something else. it would be a great distraction in pvp though.
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