Kroom None of my ships were in invulnerable od; it was in bounty hunter, with the test platform.
Kroom's Forge (0.15.11+)
I was using one of my old docking ships and the secondary ship didn't want to go onto the Docking bays and it kept just trying to stay away from the old ship. Please help.
kringeking06 Do you have collision avoidance turned on in your settings? That is the most likely culprit.
Astrum ttings?
I will check Thx
kringeking06 That seems like the collision avoidance is on, try turning it off or using the X command.
i think there is a bug with the small cockpit, load this ship with the storage empty and watch how much time the crew on the left take to fill the storage compared to the right, it seems the cockpit is eating power instead of moving it around
How do I use the repair droids?
Im very confused on how to use the landing pad and the repair droids.
Kroom To dock ships, first, place them over the center of the landing pad, then select the ship with the landing pad and press the docking button at the bottom left (disable collision avoidance in gameplay options or use X key when issue the move order so the ship dont try to avoid be close to your landing pad.).
The Repair Droids only works on your own ship, use Control to select the Repair Droid Bay and then use the Target Weapons Button ("T" shortcut) to target the part that you want to repair (it can only repair damaged parts not destroyed ones).
kroom can i make a sujestion?
nothing much... something similar to the heavy turrets but on a 2x2 frame... or some roof point defense
He's busy, so he might not get to that
thats ok i understand, helping on the sprites for the game might leave you somewhat busy... i just hope he puts this suggestion on the to-do list
mah_dispenser kroom can i make a sujestion?
nothing much... something similar to the heavy turrets but on a 2x2 frame... or some roof point defense
I think if I were in his place I think I'd turn the roof flak into a dual purpose gun more like Walt's flak for roof mounted PD. That's bigger than you're asking, but it's large and difficult enough to place to be comparable to Walt's flak and doesn't seem to be doing very well as a pure anti-fighter weapon.
mah_dispenser For the next update i want to make a rebalance of most weapons on the mod then i want to do the conversion of the mod to work with the steam release and after that i will think to add more parts. I would like to have something similar to a roof PD but only if i can make it in a way that dont replace the vanilla PD.
kwhwwymwn Factories is something that I do not want in fighters, if it were for me I would make them even bigger than vanilla (4x4 or even 5x5)
I like the idea of EMP or nukes for fighters (i will have to find a way to make them not OP or a replacement of the vanilla ones). The frigate shields and capital roof laser turrets is something i would like to add at some point.
Kroom Missile Factories on fighters are already kind of meh due to labor requirements. Making them any bigger would make them useless on capital ships even if you didn't mind breaking all vanilla designs.
I don't think you'll be able to get Cannon Factories off of fighters except by making cannons obsolete with an energy weapon that starts fires. An auto-feeding storage might help, but would probably get more use buffering guns on capital ships while fighters still used factories.
Fighter nukes are probably unavoidably overpowered. Torpedoes fill the same niche and are already quite strong. I'm not sure about EMP. I don't think I'd use them because it would require redesigning all of my carriers to fit a EMP factory, though they'd be useful against enemies with thorough vanilla shield coverage.
I've tried to make factories on fighters work because torpedoes are very good, but the closest I've gotten is this:
And it just doesn't work. The torpedoes give great burst damage against unarmored components, but the sustained damage to cut through the armor first just isn't there. I've done better with a bunch of tachyon guns for cutting through armor and one or two torpedoes for making a mess inside and the tachyon guns just don't fit with a missile factory in the 9x9 square that actually fits nicely on a landing pad.
Well, that's not entirely true. I've found this makes a good fire support ship early on, but while it's a fighter in that it fits on a landing pad and has no FTL of its own, it uses full size missile launchers because its job requires the range.
The only place I'm really happy with fighter scale missile launchers fed directly by a factory is on smallish starships that are just a bit too narrow to have two turrets, leaving an otherwise useless empty spot that can be made 3x5 by moving some crew quarters around. And that's not because they're good, but because they're anything remotely useful that fits.
If fighter missile launchers were made to only reload from teleporters and landing pads it would wreck a bunch of my starships but no fighters that aren't already failures. If that could only be done by removing the doors it would also wreck a bunch of my fighters that don't have a factory, but do require crew to climb over missiles or torpedoes to reach some of the engines.