![]() ![]() Placing more blocks than the sweet spot will make charging even faster, if you want to specifically build a jumping ship. You can build them as small as you want, but they will take much longer to charge up. Keep in mind that there is a sweet spot for jump Drive modules depending on ratio of total mass to jump drive modules. They will appear in the weapon panel to put in the hotbar to use. Jump Drives can be placed like any other weapon or effect. It even puts you directly at your waypoint sector if it is fewer than 8 sectors away. Either you jump in the direction you were looking at when engaging the jump drive, or you can use a more precise method: entering a waypoint in the navigation panel will enable you to jump towards the waypoint no matter in which direction you look in. The destination to jump can be influenced in two ways. You can put them on a ship, charge them up, and instantly travel up to 8 sectors (max distance is also in the config). #STARMADE SERVER LIST PORTABLE#Jump Drives are the portable version of structures that enable players to warp. Kupu(tom) made the textures for all the new blocks and items. As a fast way to connect the other ons to this, you can then then shoot the gate with right click to overwrite the saved marking with that gate, go then through the now working gate, and enter the mark on the other gate. To do that you have to use Left Click on the gate computer you want to set the destination for. You can now shoot the marker beam on another gate to enter its destination. Right clicking the marker beam in the inventory will not tell you that it has a marking saved. In the case of warp gates you can shoot the gate station anywhere to mark it. This marker beam has two firing modes: Right Click will mark a structure. This new beam is not only going to be used with gates, it will be the main tool to use for inter-structure connection, which for example also comes in handy with the coming AI fleets, and more. It will be in your inventory as a fresh player, or you can ask an admin for it (/give_marker_weapon yourname). For that you will need need the new marker beam. Now that you have your gate, it's time to connect it. Be sure to select the computer with 'C' as it also happened to me that I patched up a gate without connecting the blocks to the gate computer, and then wondering why it didn't go online. The computer will give feedback if the gate is currently operational. The simplest form is to build a flat square. That means, each block that is connected to the gate computer (place that one first) must exactly touch two other gate blocks. Warp gates have to be build in a two-dimensional loop. Note that you can only jump to stations with an operational jump gate. Once passed, your ship will take 2 seconds to warp up and then warp. They have a steady power cost on size, and also a one time cost per ship that passes through, which is based on the mass of the ship. Their rage is 8 systems (128 sectors), but that still can change if needed (available in config). Warp gates are the stationary version of structures that enable players to warp. With all the updates to the core, as well as all values available in the config, and also combined with our now concrete plans for a universe redesign, it's finally time to put warp into the game. ![]() Warp technology was something I held back to really have the necessary core to be able to make work, as that can easily break game play. Here are the new features (amongst other smaller ones): ![]()
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