So I guess I'm missing out on all that info gathered there.įirst: Hello :) I am relatively new to here myself but i guess i could figure out some things already so i will try to answer some of your questions. If anyone could send me a link on what the roadmap or plan for additions to Starmade are that would be gratly appreciated also.īy the way I tried to explore Starmade's Wiki and it's either broken or not properly configured for all browsers. Do these still spawn as I have yet to find one. Here's another question, I saw in a previously mzde starmade video on youtube that there were or are cities generated on planets sometimes. Only reason I and 3 of my buddies that are sharing the same faction and station keep trying to ge there is that the station and MOB's are very close to a very large planeet we want to explore (we thought we saw a base or city on the planet. I thought the MOB-Isanth's only had Beam wepaons do any have a guided missile systems? Anyway I'm going to stay the EFFE away from that solar system. ARMOUR probably woouldn't have made a difference at this point but the majority of my ship was made of all advanced armour. I thought I had decent shields which were at around 800.I think I had R/C 22/14. They're just to tough, more aggressive and then BOOM one hit and I was dead. The last ship I lost I wasn't picking any fight wiht them but trying to get around them to the planet they are by. 1 hit kills? WTF Is there a bug? There is this on spot on the server i'm playing at that the pirates are ridiculously difficult. I do like fighting them and they are not as difficult as when I first started but here's my second question. Then probably 3 dierlict and 2 trade stations on average. ![]() ![]() On average what I have seen in game so far there are about 20 stations per solar system, 15 of the 20 are pirate stations. First of all why are there so MANY pirate stations? I underestand it's still alpha and might change, hopefully will change but there is just ridiculously too many. 3 true linked activation modules out of 6 will set it to 50%.I'm pretty new and have a few questions. It works like a rail speed controller using ratios. You can link the sensor to a number of activation modules to set any % other than 0. Meaning that it will trigger for blocks in an "off" state or for systems that are depleted such as 0 power or 0 volume used. Display Modules ( for more advanced logic ) A clock that periodically sends a signal to the sensor is recommended. It also requires a block linked to the sensor to trigger a check. It requires a touching activation block which will be used as output. The sensor blocks is used to check the condition of a linked system. The sensor will then activate when its measured value has the same ratio of current:maximum as the Activation Modules have on:total. ![]() The value at which they return a high signal is set by linking Activation Modules to them, and activating a number of them. They can measure the status of a variety of systems, such as power, shields, and cargo. Sensors are logic blocks which, when activated by a logic signal, output a high (on) signal if the conditions they are measuring have been met.
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