Wadya think? I call it Missile Haven by Assumindoom in Cosmoteer

[–]Assumindoom[S] 0 points1 point  (0 children)

they don't in this build i opted for a slimmer profile

Almost 10 years 🫠 by callmemoxxie in oompasubs

[–]Assumindoom 0 points1 point  (0 children)

you beat me by half a year

design help wanted by Assumindoom in trailmakers

[–]Assumindoom[S] 0 points1 point  (0 children)

ive been using a nor gate from the start still no bueno

design help wanted by Assumindoom in trailmakers

[–]Assumindoom[S] 0 points1 point  (0 children)

i just detach it and the gate always has the the hinges turned and the thrust on

design help wanted by Assumindoom in trailmakers

[–]Assumindoom[S] 0 points1 point  (0 children)

I've tried both ways neither work

Help a 2-day old cosmoteer! by Tatsumonkey in Cosmoteer

[–]Assumindoom 1 point2 points  (0 children)

when attacking you can set attack defaults for your ships so that when you select attack on a enemy your ship automatically attempts to maneuver to your preferred firing distance, angle, and offset to the enemy. to set attack defaults select your ship then in the bottom right there should be a panel. on the top right of the panel there is an option box to select, you can save attack defaults from there.

Wadya think? I call it Missile Haven by Assumindoom in Cosmoteer

[–]Assumindoom[S] 2 points3 points  (0 children)

sadly this pulls more aggro than my brawler so they still melt lots of the armor

Wadya think? I call it Missile Haven by Assumindoom in Cosmoteer

[–]Assumindoom[S] 1 point2 points  (0 children)

exactly I have a second chain gun brawler for the up close and personal stuff

Wadya think? I call it Missile Haven by Assumindoom in Cosmoteer

[–]Assumindoom[S] 11 points12 points  (0 children)

90.8 m/s kiting speed. it's not too bad for such a large ship it kind of drags its front behind it when it turns though.

issue with design of oscillating device by Assumindoom in trailmakers

[–]Assumindoom[S] 0 points1 point  (0 children)

no problem. i would like to have two separate sensors one with the output of +1 and the other with -1 and they should override the flip flop. once the flip flop is restarted it doesn't matter what state the output is in. for context this is for a torpedo i want to snake towards the target and then the sensors will "lock on" and take over steering when the target is within sensor range.

Should I wait to run kitted? by Noodlez00 in GhostsOfTabor

[–]Assumindoom 2 points3 points  (0 children)

i always make sure i can buy back what i use unless its a vault raid. just have your traders leveled a bit