is there a maximum amount of ships you can dock?
Kroom's Forge (0.15.11+)
Raufbold What I am trying to do is to draw some sort of a line between small ship weapons and big ship weapons - in a way that a small ship weapon would be a really good choice for a fighter, but for a bigger ship spamming it would make little sense as opposed to just a bigger weapon.
I tried to achieve that by using mainly the firing arc and range of the fighter weapons as i think those two factors a very important for big ships. Also i want fighters to depend on speed and maneuverability as its main defense, sadly there is no AI that support evasive maneuvers right now.
neoshaf is there a maximum amount of ships you can dock?
You can properly dock one per landing pad.
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Kroom Yeah - I figured that was what you were trying to do. Pretty good job at that - you really did jumpstart this balancing in the right direction. I however was testing fighters made with your mod vs vanilla ones of a similar or larger size (up to 55 t) and similar weapon/armor/shields composition, and found out that for me a laser gun for example, work ok at 160 range and 250 damage - that is with improved medium thrusters for speed (still lower than the vanilla ones), increased overall mass (density 1 for parts other than engines), and reduced shield - proportional to size and coverage. Oh, and removed backwards thrust on vectors... - with all those nerfs the lighter Kroom fighter was still able to closely defeat the more heavy vanilla one. Haven't tested swarms against bigger ships yet. I understand this is not yet enough testing and detail, but suffice to say that there is a case to be made to nerf the fighter parts a bit - they will still be quite fast and deadly, albeit vulnerable - just as fighters are supposed to be.
P.S. Fighter cockpit is still OP as hell, but I just love the idea too much to do anything with it except for density 1 nerf
Kroom I'm working on a few other ideas for fighter weaponry actually. For example, your fighter missiles are quite badass with the ability to place the launcher wherever. BUT - if you make the launcher non-rechargeable, all of a sudden this becomes a very limited weapon. Some other weapons can have limited ammo too. 1x1 reactor can produce a different kind of energy and provide it to all parts in a fairly wide area automatically (kind of like the cockpit does, but even more efficiently). However, this energy could only be used for to power fighter parts/weaponry.
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Having a strange interaction/bug with the shields, perhaps as a bug with the new shield linkers.
Sometimes the arc shields (the non-360 degree shields) will refuse to fully charge -- even when there is more than enough power to be fed into them, and nearby shield linkers are fully charged. I suspect it may be that the shield linkers are actually draining power from the arc shields to power the other linked shielding units.
Here in this example, you can see that the front shields are not totally charged. Any additional power fed will immediately be drained, keeping the shields permanently at about 75% charge. This effect only seems to happen if the shields are lowered in combat and then are raised again, and if the shield linkers are disabled, the shields seem to be able to be recharged again.
It's a very odd occurence, and I'm not sure if it is a bug or me just improperly using and/or not understanding the shield linkers. Even more interestingly, this does not occur with the phase shields.
Thanks in advance!
Kroom I have a problem with the platform for hunters, normally It carries the moored vessels in ftl, however it does not work.
KaeligRoperhe Can you check if the any of the ships are invulnerable? (the landing pad and teleporters doesn't work with invulnerable ships, i will fix that for the next update).
Kroom None of my ships were in invulnerable od; it was in bounty hunter, with the test platform.
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