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Garheardt the Black

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Everything posted by Garheardt the Black

  1. Garheardt the Black

    Nimbatus Racing Update Give Away

    YAR
  2. Garheardt the Black

    Give weapons VTOL tracking options?

    Yarr! Currently, weapons either target a mouse or they are fixed. What if weapons used the VTOL UI options instead? Suddenly, weapons can track a positional sensor, aim down or up regardless of drone position, and even aim away from your mouse. "Enemy Drone" might need to be disabled for future pvp, but I think the other options could be great. Imagine! A scout drone detects an enemy and activates a positional tracker, causing a mother ship to immediately train their weapons on the tracker and fire. Weapons trained on on-board positional trackers instantly converging on predetermined locations based on whatever activates a signal. So, that's the idea. Thanks again!
  3. Garheardt the Black

    Perfectly balanced drones twisting under thrust

    I did some testing, but I think I might have screwed it up. Going to retest. *Update* It's still a problem on the preview build. I'll test the current live version next. *Second update* It's still curving. When I first loaded up and tested the thruster-fuel-core setup in the live version, a thruster attached to the button wasn't producing a curve. Then I tested a bunch of other parts. All of them still curved, including other logic blocks. I went back and tested the button again, and now it's curving again too. 😆 I restarted the game to see if I could reproduce the button flying straight. Now, nothing that isn't attached directly to the drone core is yielding straight thrust.
  4. Garheardt the Black

    Post Your Projects!

    Gyaar! I thought it might be fun to create a thread for us to share our current projects with our fellow engineers. Here, we have a great deal more room to discuss our gear at length than we do in the workshop. So post your best/worst/fondest projects so the community can learn, critique, and help you improve! With that, I humbly submit my current flagship for your viewing pleasure: Features: -Automatic terrain avoidance -Full shield coverage -speed, Agility, and high stability. -8 automated defense turrets capable of dropping multiple tough enemies at full throttle when weapon fire is most inaccurate -16 long range fire support batteries -Fuel and energy reserves for extended engagements -Surprisingly effective digging -Hover mode -On board fighter bay with replenishing fighters -Automated Fighter launch sequence and bay doors. -Orbital Fire support mode X -Printed on demand "no frills" dedicated high capacity mining and recovery drone -Logic blocks remain with the docking drone for increased ship space The top photo features a hanger I've been working on, but it's looking like cpu performance may be an issue for now. I left the drone core in the ship so I'd eventually have the option to program the fighter to return and dock automatically. If I don't get around to it, I'll probably detach it into the ore box and automate the mining drone. Let me know what you think! I'm open to questions, critiques, and whatnot, such as how the turrets work. Till then!
  5. Garheardt the Black

    Post Your Projects!

    That must be quite the laptop!
  6. Garheardt the Black

    Post Your Projects!

    *Hands Star the "Largest Functional Monstrosity" hat Wow, that thing is massive! What kind of computer are you running to handle this thing when it's done? Also, I have a few suggestions that could help you get your tonnage down. We all build for different reasons, so disregard as required Fuel: It's possible to eliminate all of the fuel in exchange for a factory set to respawn fuel as needed Regenerative armor: While time consuming, individually programming your armor factories eliminates the need to split them. I use a third party macro to make it fairly quick. Additionally, you can use buttons as armor. They are significantly lighter, have more hp per ton, and the loss of signal when they are destroyed can be used to respawn them, so you don't need any sensors. LEDs are even more HP/weight friendly. Also, more space between the armor and the body will prevent the spread of fire. Shields: Totally redundant after you get your armor perfected. Both systems absorb plenty of damage, but shields need a ton of energy. The shields won't provide any additional benefit other than style. Props for making the head look like an actual bug!
  7. -Hop into the editor -Create a new drone with a fuel tank and two thrusters -Place the fuel and thrusters in a line in front of the drone core -Attach one thruster to the core and one to the fuel. -Bind a different key to each thruster -Enter testflight mode and fire each thruster separately. -The one attached to the core with fly the drone straight -The one attached to the fuel will fly the drone off course. *i'm stumped as to why it does this, but it seems it can happen when you attach thrusters to anything besides the core. This is part of why afterburners have been so challenging, it's impossible to get a symmetrical burn.
  8. Garheardt the Black

    Thrust is inaccurate when thrusters aren't attached to the drone core

    I was aware that something was up for some time, but prior to the release of racing mode, the effect made very little practical impact on drone design. With racing live and velocity caps increased, however, what was a nuisance is drastically effecting my drone designs. Part of why many drones that aren't using VTOL are fish-tailing down the track is being caused by their inability to travel in a straight line.
  9. Garheardt the Black

    Individually tracked trackers.

    Maybe each position tracker could have a space to enter a signal that it would broadcast when it was active? Then, when selecting a positional tracker as a target, what if there was a space where you could enter the signal of the specific tracker?
  10. Garheardt the Black

    Ramming Block

    No argument there!
  11. Garheardt the Black

    New Parts Feedback

    Yarr! I thought it could help to make a thread where we share our observations about the new parts I'll detail more as I get my feet wet, but here are some of my initial thoughts so far: VTOL thrusters: -Good: My new favorite part. Drones will be faster, more responsive, smaller, and smarter. -Bad: Doubly so for sumo spinners. Proximity sensors: -Good: Huge potential. Fully automated spin-free are now turrets within reach. Terrain avoidance is easier. Better formations. Smarter drones. -Bad: The lack of range is prohibitive. Afterburners -Good: High speed shenanigans. Could be weaponized with future tweaks to collision damage -Bad: Jump thrusters can mitigate the minimum speed requirement pretty easily, making that feature seem kind of pointless. -Possibly bad: spinners can spin REALLY fast now. That's as far as I've gotten so far. Thanks for the new toys!
  12. Garheardt the Black

    Post Your Projects!

    I'd be curious to see that also.
  13. Garheardt the Black

    New Parts Feedback

    After some serious time spent racing, I wanted to comment on what I've noticed about the parts there: VTOL thrusters are incredibly strong. They don't pack as much thrust as other thrusters, but their built in guidance combined with the weight freed up by eliminating dedicated maneuvering thrusters is extremely attractive. Combinations of nothing but VTOL thrusters, standard thrusters and fuel are near top tier and significantly easier to design than the drones they are beating. Factories are still king. If a drone can beat an opponent out of the gate, they can drop a 50+ part wall of magnets on them and coast to victory. This tactic hard counters VTOL everything and, so far as I've seen, can only be countered by a faster drone that can in turn deploy their own wall of doom. Proximity sensor. Too short for high speed terrain avoidance, sadly. Distance sensors. Somewhat uncommon since the dawning of the age of VTOL, but still pretty good. They tend to twitch around no matter how secure they are, giving drones the appearances of agitated arthropods. I'm not a bug hater, but really like the idea of giving sensors an invisible setting. Afterburners. I swear I'm the only one using these things in races, probably because I tend to blow up a lot. It's tough toeing the line between moving quickly enough to activate them enough to be worth it and slow enough to still allow cornering. I find myself withing for a hand brake. I've built some winners with afterburners onboard, but it seems like even when I'm not smearing the walls with drone parts, I run out of fuel too quickly. That's all so far!
  14. Garheardt the Black

    Ramming Block

    Spikes are less useful for ramming than Heavy blocks with high HP. They don't do enough damage and break too easily. All the melee weapons are fairly high risk, fragile, high tonnage weapons with little payoff. Collision damage can be quite high and pretty fun to mess with, but so long as structures have infinite mass and don't suffer collision damage, it's not viable as a weapon to build around. All the weapons will benefit from an update, probably around the same time as the drone dueling arena concept.
  15. Garheardt the Black

    Post Your Projects!

    I went up against a couple of these. I haven't seen many small drones able to navigate a course as well as the larger ones, and by nature of a swarm, you're restricted to smaller drones. They also had trouble avoiding each other on a narrow track. Also, I haven't been able to upload GIF files since yesterday. I found a list of my uploads in my profile, but didn't find any options for managing them or whether there is a limit. Is there something I should clear?
  16. Garheardt the Black

    Post Your Projects!

    Ditto!
  17. Garheardt the Black

    Post Your Projects!

    Drone swarms
  18. Garheardt the Black

    Post Your Projects!

    The enabler lies with the propulsion. When the head pulls on the body, the body distorts because of the interaction of mass and force. So long as a directional force can use less energy to alter a part's orientation than it would use to alter the position, then that applied force will always alter a part's orientation first. If the body was mass-less, it would be impossible for a force to alter it's shape. So I concluded that the greater the difference between the mass of a fluid object and the force applied to it, the more the object will distend and I fooled around with a bunch of different thrust settings. It failed completely. But. I noticed that while pulling on a curved semi-fluid object reduces the curve, pushing it causes the curve to increase. Apply a pull to the top of the curve and a push at the bottom and you get a collapse at the top and a ballooning at the bottom. So. I thought if I could apply a simultaneous push and pull throughout the entire structure of the curve equally, the curve wouldn't collapse. I tested this by building a drone with segments that each contain identical amounts of thrust, causing the collective mass to resist a constant amount of pull and push. Hopefully, so long as the forces remain equal, when the craft turned the curve would be unable to collapse. Evidently, it worked. Further proof of evidence is the way the curve still collapsed near the tail; there was no longer enough push behind the curve to maintain it. I might be able to stabilize it some by adding more thrust at the very end, but in order for my conclusion to be correct, the curve near the last segment must collapse. I bear little hope the design will prove useful for anything practical, but it's really cool to watch. SCIENCE!!!!
  19. Garheardt the Black

    Post Your Projects!

    Meanwhile.....
  20. Garheardt the Black

    Development WIP

    I agree. I shy away from ideas that would reduce creative thinking, such as suggestions to make stable structures significantly easier to build. I've enjoyed learning quite a bit about modern engineering by teaching myself how to methodically plan drone structures from the bones on up. I like the sensor changes, because I think they'll actually increase people's creativity by giving them more tools to create with rather than easy solutions to problems that have already been solved.
  21. Garheardt the Black

    Development WIP

    Nice! I built something similar a while back that used spinning clones that tracked my mouse cursor. They moved like a school of fish because of the interaction between their constantly adjusted minimum spacing and the need to all travel to the same point. The practical problem was the huge number of sensors it took to prevent them all from flying into whatever you looked at. These sensor changes will make them much more viable. While you're editing the proximity sensor, would it be possible to give each sensor criteria it's own detection event? Something similar to how batteries can send both an "empty" or a "full" signal event. That would allow a drone to respond to different stimulus differently with a single sensor. Great work guys!
  22. Garheardt the Black

    Drone Stability / Drone Hull Parts

    If you post an idea in a game's official suggestions forum and no one votes for it, the data points to a single conclusion; what was suggested was not well received. The rest of your data is speculative and diluting the only hard figure you have. That said, sorry for getting way off topic.
  23. Garheardt the Black

    Drone Stability / Drone Hull Parts

    I've found the vote count on suggestions to be fairly compelling
  24. Garheardt the Black

    Drone Stability / Drone Hull Parts

    I agree with Lurkily. I tend to build large, complex, long drones and they're all quite stable. It takes planning and practice, but I find it's part of the fun.
  25. Garheardt the Black

    Post Your Projects!

    Good points. A redundant switch could work to override signals. Or a AND or NOR gate with a switch. The drawback being having to program 70 more logic blocks. Alternatively, I could rig the armor logic blocks to dynamite, blow them up, then reprint them after the fire is out. 😆 Update: I found a quicker work-around. I'm using a large series of NOT gates already, so I added a uniform input command to each one. Now they're basically NEITHER gates. This way, I could input a single variable to toggle on and off with a switch rather than having to simulate every unique button signal. Being able to toggle is fairly useful in collisions as well, since whatever you hit has a tendency to destroy the first reprint if it's still in the way. With the automated repair off, it prevents wasted prints and their associated cooldowns.
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