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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starsector 0.6a (Released) Patch Notes  (Read 553308 times)

icepick37

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #600 on: August 17, 2013, 11:07:35 AM »

Quote
Up to 4/3/2/1 cables can be applied to capital ships/cruisers/destroyers/frigates at a time
Does that mean you can boost 4 capital ships at a time? Or that a capital ship gets 4 to it's speed?

Also monofilament sounds so awesome, haha.
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CrashToDesktop

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #601 on: August 17, 2013, 11:08:55 AM »

I'd expect that you can boost a capital ship to 4.  I don't think the Ox could boost 4 capital ships at one time when it can only boost 1 frigate. ;)
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Voyager I

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #602 on: August 17, 2013, 12:31:55 PM »

I read it as the maximum number of tugboats that could be attached to a given ship size, with each individual tug providing a single cable.
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #603 on: August 17, 2013, 12:36:34 PM »

I don't suppose STRIKE + USE_VS_FRIGATES could do that?

Probably would, actually. Wouldn't target fighters, though.


Ox-class Tug: right, up to 4 can boost a capital ship.

Also monofilament sounds so awesome, haha.

Love that word. And "gantry", too.
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icepick37

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #604 on: August 17, 2013, 12:47:52 PM »


I read it as the maximum number of tugboats that could be attached to a given ship size, with each individual tug providing a single cable.
Ox-class Tug: right, up to 4 can boost a capital ship.
Hrm...   not sure if should feel dumb now, haha. Thanks for the clarification, both of you.  :)

Love that word. And "gantry", too.
Haha, nice. I had to look that one up.  :p

Perhaps you should rename the tug if it's using monofilaments. Maybe something spidery? Silkworm is a little TOO milquetoast, haha, but it's what first came to mind.  :)
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #605 on: August 17, 2013, 12:52:04 PM »

Monofilament doesn't necessarily imply "thin", though. I think you're thinking "monomolecular".
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icepick37

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #606 on: August 17, 2013, 12:53:47 PM »

Well that's true, I GUESS.  :)

I'll just envision a very large monofilament now and it'll make sense, AND give me a little chuckle.
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darkova

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #607 on: August 17, 2013, 04:18:37 PM »

so considering their purpose does this make the tugs one of the fastest ships in the game currently? (not including strike craft)
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #608 on: August 17, 2013, 04:28:34 PM »

so considering their purpose does this make the tugs one of the fastest ships in the game currently? (not including strike craft)

No, they're on the lower end of the frigate class as far as speed, in both travel and combat. About the only frigate they might be hauling around is the Brawler.
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Silver Silence

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #609 on: August 17, 2013, 04:40:12 PM »

Though this is from the older patch notes (the ones from July), I noticed the thing about weapons being used as decorative engine flares. Does that mean modders could create maneuvering thrusters on ships? So, if a ship turned left, all the "weapons" on the right side would fire and give the impression of thrusters turning the ship to the left, perhaps complemented by another set of "weapons" on the lower left side to push the flank around the ship's center of gravity?
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Alex

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #610 on: August 17, 2013, 04:59:22 PM »

Though this is from the older patch notes (the ones from July), I noticed the thing about weapons being used as decorative engine flares. Does that mean modders could create maneuvering thrusters on ships? So, if a ship turned left, all the "weapons" on the right side would fire and give the impression of thrusters turning the ship to the left, perhaps complemented by another set of "weapons" on the lower left side to push the flank around the ship's center of gravity?

Yep. The ShipAPI was also expanded to provide engine data that would make this easier to do - you can tell when/where a ship is turning/strafing/etc.
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zakastra

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #611 on: August 18, 2013, 03:37:16 AM »

Keep up the amazing work Alex, you never fail to impress with your dedication to making a superb game and an ubeliveably good engine.
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Cycerin

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #612 on: August 18, 2013, 06:54:31 AM »

The dinner table is getting decked...
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Linnis

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #613 on: August 18, 2013, 04:22:28 PM »

Can we eat yet? can we?
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Uomoz

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Re: Starsector 0.6a (In Development) Patch Notes
« Reply #614 on: August 18, 2013, 06:19:25 PM »

Wash your hands cousin, grandfather is coming with the main course.  8)
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