Well thanks for the whupping Bodyless, that could have gone better... I didn't expect the Toads to do well with large explosions.. but I must say I was hoping for more than ~1 explosion per Toad...
Thanks again for the Tournament Beastman and T3hJimmer
I posted the BP for experimenting on the forums, will add it here if I can figure out how. -> https://tinyurl.com/y7wkxljw
Stick to the basics early on. Use a central box-shaped hull compartment that's both deep and wide, cap it with bow and stern sections. Use multiple lengths of slopes to break up the outline into a curve, rather than just stacking 1x4s to a point.
When you go to add superstructure, use slopes to give some interesting texture to it. Triangle pieces are extremely flexible and can be used to add a little flair to almost any portion of a vessel.
After you're done building the surfaces of the ship, consider painting it. A good paint job can really change how a ship looks. If you're not good with color theory, consider using something like Paletton to generate a scheme you like.
May I advise you a third colour?
Or even just adding two shades, one darker yellow and a darker white. And use those as highlights and to define shapes.
https://gofile.io/?c=3yzvcq v2.3.1.9
Two copies of an extremely WIP battleship and a hover destroyer. Total cost 1098k I've only been playing with the new steam engines for a few days. That Glamdring was my campaign mainstay, quite a few versions ago. This was back when there was a 20k volume limit on battles, and I built it with the goal of minimizing volume.
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I'm surprised that, as a forward broadsider, you don't have more forward facing propulsion. 1.5km is a pretty reasonable distance for my craft, though they'll try to get much closer. I think that if you were faster, you could get back out to 5km or whatever your ideal engagement distance is and be untouchable. I'm also surprised that you don't have more smoke - you could negate those lasers shining into your hull pretty easily, but I guess getting good coverage over so much area is expensive. My battleships don't have any laser defenses, I haven't got around to adding those shields.
So here it is. Nothing special still learning things. First time i used LUA missles and weapons on spin blocks
http://www.filedropper.com/endurance2
Purpose is to have a mobile defense and/or slow attacking force to go against fortified positions. Its modeled after a craft i used in robocraft and that general shape didnt agree with physiks so much in this game so i just made it a fortress^^
It is better to learn a bit of Lua first. The /r/lua sidebar has a link to the Lua tutorials wiki. You can download the command line interpreter from lua.org, or the Zerobrane Studio IDE.
I believe the version of Lua used with the Lua box is version 5.1.
The main reason to learn a little Lua first is that developing and debugging Lua code from the Lua box is a little limited. You can print out messages to the log, but you only see that when pressing 'Q' on the Lua box itself. You can also print log messages to the HUD, which fade after 4 seconds, and you have very limited space to print out anything.
The Lua code runs on a 40Hz tick, meaning the Update() function is called 40 times per second. So this function will run, make changes to whatever (thrust level, angle of a spinblock, etc.) and then exit. Global variables keep their value on subsequent ticks. So, for example, I set the target_altitude
variable based on the user input, and each tick I check to see how far away the current altitude is from the target.
The unanswered issue I see left is the bad code issue.
I've had some success with the PCall command.
If the built in error logging is giving heartache you can move all your normal Update(I) code over to a SafeUpdate(I) called by a PCall. Then, if anything goes wrong you can manually halt it and send the error to the logger manually without the LUA interpreter crashing on it's own.
I can't promise it will solve your problems, but it has worked well for me.
Looks like this ->
HaltForError = false
function Update(I) if HaltForError then return end UpdateRan, UpdateError = pcall(SafeUpdate,I) if not UpdateRan then I:Log("Error In Update(I): " .. UpdateError) end end
function SafeUpdate(I) --normal Update(I) stuff end
There are really 2 options. You can either put the M.2 drive into a computer that supports it, this could be an issue tho as you would need to have a different drive already set up as the boot drive. Or you can buy a USB adapter off of Amazon, this will probably be easiest. The one thing I would watch out for is the key type of the M.2 drive the adapter can take. I put a link below to one, notice that it shows which keys are compatible with it and make sure yours matches.
The R7 1700 is the better buy for the reason its: 1) hyper threaded octo core, important in world where greater core counts are becoming common place and better suported/ uterlised. 2) On a socket that won't be obsolete in 18 months (L1151). 3) guaranteed to remain viable as a gaming/ genral use cpu for far longer because of reason 1.
Besides R7's Can be found for less than $200 these days and when ryzen 2 releases next quarter they'll be even cheaper.
If the R7 is out of budget the R5 1600 comes in cheaper for a slight loss in multi core performance. https://www.amazon.com/dp/B06XNRQHG4/ref=cm_sw_r_cp_awdb_t1_AlO6BbVRQZAF4 $130