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  1. Burnside

    Vector engines?

    turntables don't like weight or thrust atm, not feasible until the load-bearing stat is turned up, maybe not even then, we do have suggestion somewhere for an upgrade part to the box thruster to give it a one-axis or even two-axis thrust vector on the exhaust
  2. Burnside

    Yolol chip neural network possibility

    something like image recog is likely outside of the realm of feasibility for this game, you'd need a visual sensor to start and then design and code an optical intelligence and fit it within yolol/device-field-computation constraints crude forms of range-limited radar are already plausible with...
  3. Burnside

    Can the fuel be filled and replenished through the pipeline? It's strange to discard the old fuel tank.

    valves and pumps should allow that kind of flow regulation and "stage timing" to be designed in, otherwise I think all tanks are depleted equally at the same time
  4. Burnside

    Letter of concern to the developers of Starbase

    Discounting the DSI incident as resolved, the numerical leverage might become a concern, assuming Emp/LS/DSI/etc leadership doesn't take steps to remain abreast of the imbalance they risk creating. This runs into the "managed politics" and kabuki theatre that I had a problem with alliances back...
  5. Burnside

    Yolol chip neural network possibility

    each sequence is still going to be reliant on the latency of the last set of weights updating, you'd be better off looking at chipless or near-chipless solutions, abusing the update speed of device fields and state switching to create some form of logic gate system, but that'd be a physical...
  6. Burnside

    Can we put rifles and snipers on robotic arms?

    a small arms mount that works with the robotic arm would be cool, I and several others have requested something along those lines, to allow internal security systems or light attack vehicles like small-armed vasamas
  7. Burnside

    Can the fuel be filled and replenished through the pipeline? It's strange to discard the old fuel tank.

    that's actually a really clever work-around, if cross-joint pipeline via the resource bridge works and the dynamic pipe it creates doesn't mess with the design, the devs won't really need to implement resource-piping hinges
  8. Burnside

    Will one efficient design suppress all creativity?

    Oh, holy crap, yeah, conversion "rate" does not mean ratio.
  9. Burnside

    Will one efficient design suppress all creativity?

    It doesn't make the weapon eat more energy, it just has a higher flow rate, but battery storage just got halved, meaning tesla style designs got nerfed even harder
  10. Burnside

    Station Siege Mechanics

    A proper siege is massively involved, and can involve building forts around the target in two layers to defend the siege force, one (see vid) took 21 years. Doing this in a three-dimensional space is very different, some fantastic simplification is actually required both because players don't...
  11. Burnside

    Maintenance

    Degradation from use is another thing, but then we've got hazardous terrain, combat, and rebuilding and scrapping plus the materials constantly being lost every time they go through a refinery phase- not to mention we also have accidental collisions and piracy chipping away at things. Again, I...
  12. Burnside

    Maintenance

    I'm amenable to basic parts not having any degradation and high-performance upgrade parts needing repair/replacement to maintain optimal function and falling below the performance-to-cost factor of basic parts if not maintained. You pay in both credits and occasional tedium for outsized gains...
  13. Burnside

    Station Siege Mechanics

    the main balance argument so far, since the debate petered out, was that the dev mode was a tug of war and king of the hill minigame based on attacker-vs-defender fleet strength (number of mil-spec transponders) and would trigger a long dynamic timer. The base estimates I last saw from devs on...
  14. Burnside

    Making engines detectable like transponders.

    You'd have to have a set of code that aggregates thrusters on a ship into a single "thrust signal" and also attaches the transponder code to that signal for the detecting device, otherwise the device has to look at every possible signal, codewise, and bundle things actively on its end. So, it's...
  15. Burnside

    Large engines/engine heat

    extra large thrusters that use the stock thrusters as performance inputs/upgrades, the tall blue section is the "thrust turbine" the short, wide section is the "thrust baffle", you can make super-compact large thrusters by just attaching thrusters to the baffle section, or prioritize efficiency...
  16. Burnside

    Maintenance

    yes and no, I'm already drafting ideas for maintenance accessways and cabinets precisely to fulfill the "ikea" function- but a barebones and highly optimised ship can route cabling and other systems down open corridors for space optimisation and ease of access
  17. Burnside

    Slim Folding Seat

    the only reasons to have passengers use full chairs is style or yolol connectivity services built into the ship design, otherwise yeah, jump seats are the optimal choice since comfort isn't a factor in the slightest. I think jump seats should be just as wide as a command chair, so you aren't...
  18. Burnside

    Maintenance

    easier implementation that gives you a better chance of surviving: radiation clouds that slowly attack (random 0.001-0.02 dps to exposed surfaces) lighter materials, pipes/wires, and electronics but ignore high AV materials like beams and plating. Baseline estimate is you'd need to sit inside...
  19. Burnside

    Slim Folding Seat

    yes, I was just thinking about jump seats yesterday drawback, the seat is bolted to the back which is bolted to the wall instead of both pieces being bolted to the big support frame and they'll never work as spare command chairs when making field repairs
  20. Burnside

    Infantry Combat

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