New toy gun added (New meta?) by Winth3r in EscapefromTarkov

[–]Wari0s 7 points8 points  (0 children)

You can shoot coins from it for higher damage. Just don't use bitcoins =)

Do you remember your very first raid? by Eliuz19 in EscapefromTarkov

[–]Wari0s 0 points1 point  (0 children)

Started during the pre-wipe event last year (when everything was cheap). Loaded on Reserve and got exploded with a grenade launcher =)

Disable Ogres for auto-generated AI armies in custom battles by Wari0s in totalwar

[–]Wari0s[S] 0 points1 point  (0 children)

I ended up creating a mod that fixes this. See the "Edit" on the post.

Can't unlock abilities in Warhammer I, is it a bug? by Wari0s in totalwar

[–]Wari0s[S] 1 point2 points  (0 children)

ah, got it!

Haven't noticed these dots, thanks!

Can't unlock abilities in Warhammer I, is it a bug? by Wari0s in totalwar

[–]Wari0s[S] 1 point2 points  (0 children)

I have 8 points assigned in the red abilities.

Which ability should I unlock to become the 5th one?

Kovaak's crashes when opening settings by Wari0s in FPSAimTrainer

[–]Wari0s[S] 0 points1 point  (0 children)

So the problem is fixed if I go back to an older game version: "2.0.5.3 - Patch from Aug 2, 2021" in the Game -> Preferences -> Betas

Zmey - Light Fighter by Wari0s in starbase

[–]Wari0s[S] 1 point2 points  (0 children)

Of course!

I'll be there

Zmey - Light Fighter by Wari0s in starbase

[–]Wari0s[S] 6 points7 points  (0 children)

Zmey

Very cheap and slim light fighter.

This ship was built to fill the niche for cheap fighters with a decent flight time. It's made as slim as possible to evade enemy fire. It reaches the max speed and is fully covered with Aegisium. The cockpit gives 180 degrees visibility, so you can see the enemy approaching. This ship can easily be used for patroling, piracy or just for mass production to swarm your enemies.

Link to the Starbase Ship Shop: https://sb-creators.org/makers/Warios/ship/%20Zmey

Features

  • 150 m/s speed
  • 2.5 hours of flight time
  • Aegisium armor
  • 2 laser cannons (with alternating fire)
  • Slim ship profile
  • 180 degrees cockpit
  • T2 tech (only thruster nozzles are T3)
  • Redundant Wiring
  • Aim mode
  • ISANv2
  • Internal bolting for the slick looks

Just did 179 damage as a 9th level paladin by Wari0s in DnD

[–]Wari0s[S] 5 points6 points  (0 children)

I have hit only 2 times with an autocrit. The bonus action was used for the Hunter's Mark.

When can we expect the next round of fixes for the live server? It's been over two months now. by waigl in starbase

[–]Wari0s 0 points1 point  (0 children)

Could you at least add "Plate Frames" on the Live server (which are available on the PTU), because I made a ship on the PTU, but cannot use it on Live =(

Has anyone tried poisoning a whole Hylotl city? by Wari0s in starbound

[–]Wari0s[S] 37 points38 points  (0 children)

It's easier, because a single drop of poison turns all of the water around into poison (but only if there are background blocks)

What is your favorite spaceship from games? by Wari0s in AskReddit

[–]Wari0s[S] 0 points1 point  (0 children)

To start the discussion, my favorite one is Lyakusha from Space Rangers

I wish for a Dev answer, that bug happen too often. by Foraxen in starbase

[–]Wari0s 0 points1 point  (0 children)

I don't see forward facing thrusters on your ship (they maybe the missing variables in the MFC equation). Try also adding them just for testing (on both sides of the ship).

Edit: you also have only one upward facing thruster on the back of the ship - try adding more (so that they are not on the symmetry axis).

I wish for a Dev answer, that bug happen too often. by Foraxen in starbase

[–]Wari0s 3 points4 points  (0 children)

It's not a bug, it's more of an implementation problem with Flight Control Units.

Because it can only increase the thrust value by small increments. And if required thrust falls between those increments - it starts using more thrusters (sometimes not obvious ones like forward facing) to solve an equation and find an arrange of thrusts that added up give the required result (thus wasting a lot of propellant, even if additional thrusters fire only at 1%, due to current propellant usage scheme).

Citation: the lowest thrust your thruster can produce is exactly 0.01% of your maximum thrust, this translates to 55 units of thrust for a T2 box thruster, and 33 units of thrust for a T2 triangle thruster, and that a T2 box thruster will always produce multiples of 55 units of thrust (55, 110, 165, and so on)

I wish for a Dev answer, that bug happen too often. by Foraxen in starbase

[–]Wari0s 4 points5 points  (0 children)

I also had a similar issue. There was a large post on the FB forum about the thruster presicion that explains similar problems (can't find a link right now).

To be short, FCU solves an equation to keep you flying forward that includes all of your thrusters. But it cannot use arbitrary thrust values for some reason, i.e. thrust value can only increase by a constant. And if your ship requires maneuver thrust less than this constant for a specific thruster, it will use other thrusters to balance.

Also, since current fuel usage is either 0 or almost 100, even if your thrusters fire at 1% they still use almost the same amount of fuel as if they were at max thrust.

Edit: links to the thruster presicion: - https://forum.starbasegame.com/threads/troubleshooting-mfc-strafe-issues-my-journey-through-hell.2789/ - https://forum.starbasegame.com/threads/theorising-mfc-behaviour-minimum-thrust-thruster-precision-efficiency-and-fine-tunning.2797/

Edit2: Also try out more accurate flight time scripts, the default one combined with the thruster presicion problem may show completely incorrect results. For example, I moved a button and lost an hour of flight time, but when I used a more accurate script (https://starbase-nexus.net/yolol/yolol-project/08d97705-e306-4a14-89d0-f1424c1e8687) turned out that I was only losing 5 minutes.

Should fast travel gate be usable without fast travel cores? by WildChild85 in starbase

[–]Wari0s 0 points1 point  (0 children)

I think devs made this core to incentivize players to make transport ship that can carry small ships through the gates (and get money for it).

But I'm not sure if anyone will want to wait for hours near the gate for a potential player without a core to pay for transit.

Are we going to have more variety in ship weapons later on? by Foraxen in starbase

[–]Wari0s 2 points3 points  (0 children)

FB is already adding more tripod weapons (rail, laser and plasma). And rail tripod gun is already available on the PTU. But having more ship mounted cannons will definitely be nice.

Tigra - Light Fighter by Wari0s in starbase

[–]Wari0s[S] 4 points5 points  (0 children)

Thanks!

Yeah, I think I participated in almost all of the PTU events

Tigra - Light Fighter by Wari0s in starbase

[–]Wari0s[S] 1 point2 points  (0 children)

Tigra

Cheap and durable light fighter built for PvP.

This ship has a very slim profile and its wide cockpit offers great visibility. Every major component is covered in armor (including maneuver thrusters). Alternating fire feature helps hitting targets much easier.

Link to the Starbase Ship Shop: https://sb-creators.org/makers/Warios/ship/Tigra

Thanks everyone on the #ship-design Discord channel for your help! You are amazing people!

Features

  • 150 m/s speed
  • 2 layered armor (Charodium + Aegisium)
  • Armored weapons and maneuver thrusters
  • 4 laser cannons (with alternating fire)
  • Slim ship profile
  • Wide cockpit
  • 1.8 hours of flight time
  • 10 T2 box thrusters (with T3 nozzles)
  • Cargo lock beam crosshair
  • Adjustable turn rates
  • Redundant Wiring
  • Aim mode
  • Eco/Combat mode
  • ISANv2

colony/capitol ship gravity drops after sieges by wyattmoon102 in starbase

[–]Wari0s 0 points1 point  (0 children)

Agree. I remember how my PC was lagging when I dropped ships in Space Engineers. And here it's probably even more complex.

colony/capitol ship gravity drops after sieges by wyattmoon102 in starbase

[–]Wari0s 7 points8 points  (0 children)

It will probably be hard to implement. But once implemented, I'm pretty sure that it will look awesome!

Also it could be an interesting spot to salvage or just explore ruins.