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The idea is to prevent a newly spawned hostile ship from arriving just behind you (unless it was in the system you just came from, in witch case fair enough) by disallowing or heavily disfavoring your…
jafdy updated
4 years ago
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**The issue**
Some contracts are not worth the trouble and could use some work. This issue will be used the gather somewhat poorly balanced contracts and possible solutions.
**Additional context**…
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Subs cannot see a destroyer just on the other side of an oil rig or just past one sub length. Thats ridiculously overpowered. In real world, its exactly the opposite. No ship can easily detect a sub u…
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In order for a server to provide an external API it needs to be able to deal with Cross Origin Resource Sharing. These are done by web browsers sending a preflight OPTIONS request asking what resource…
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Conduits are your all around transportation block adapted to the mod. They're a pre-requitei for fly-by ships with weapon integration:
- [] Energy conduit transfer energy from the mod's reactor(s) to …
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Version 1.84
I finally tracked down an issue of FPS stuttering that suddenly occurred only to vanish "sometimes" a few minutes later in a government 3 system (Dictatorship). As some of you may know…
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### Problem Description
Afterburners are sort of weird. They need to fit into a ship's engine space, which is already one of the most bottlenecked areas in a ship, and therefore need to have far hi…
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It would be awesome if the Spawn Ships provided examples of how to make a worker and a fighter with unlicensed classifiers. I've raised my unlicensed limit to 3 to support new player's feeling that th…
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It has been a while since we have all gathered and enjoyed a beer.js and I would like to suggest Monday 9/29/2014 as a strawman for the promise (A+) of an event. A lot has changed for me, not the leas…
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### Problem Description
Missiles and Anti-Missiles have always been in a weird spot; with missiles being so out-of-meta, anti-missiles feel like an afterthought, and yet the game makes every attempt …