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Mersenne Twister Fleet Admiral
Joined: May 11, 2003 Posts: 1161 From: Sector C Test Labs and Contol Facilities
| Posted: 2003-11-05 16:09  
PD, will that be on or off?
sensor/anti sensor bases, dont seem to have any effect on sig, ecm bases make the inf drop pods not show up
gas giants and giant hit boxes, jumping straight from ooi to mhaon in BD+4344 results in collision with the gas giant there, but a pcm made the trip just fine (lag maybe?)
also smacked loakmay with about 4-5 pcms from queenie orbit, hits confirmed, no noticeable damage done
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[ This Message was edited by: FireMoth on 2003-11-05 16:11 ]
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I wouldn't screw with it if I were you. The doctor already holds you in poor favor. Messing with this might really fry his shorts.
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Bobamelius Grand Admiral Galactic Navy
Joined: October 08, 2002 Posts: 2074 From: Ohio
| Posted: 2003-11-05 16:26  
And planets and ships disappearing when you face them from a certain angle.
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Smith Fleet Admiral
Joined: October 13, 2002 Posts: 320 From: Pittsburgh
| Posted: 2003-11-05 16:50  
i find stuff only dissapears when ur looking at or angled toward a sun.
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$wiss Admiral
Joined: November 08, 2002 Posts: 640 From: Prancing in the meadows with Jesus
| Posted: 2003-11-05 17:46  
and please fix the minign beam glitch, its the onyl way i can make money!!
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Smith Fleet Admiral
Joined: October 13, 2002 Posts: 320 From: Pittsburgh
| Posted: 2003-11-05 18:59  
ive notice another glitch( i think).. i was in the beta mv building a cluster. i was building the main planet, just about to put up defenses and what not and i noticed wth the planet had no power. now i had put up solar gens and then remmembered planets rotated now.so heres the thing if planets have solar gens and rotate they go dead when the gens goto the darkside of the planet. so how about a new generator....... perhaps a antimatter gen or something of that sort. cause if planets go dead for a short while thats easy caps all over the mv. basically rendering solar gens totally useless and not being used by anyone anymore. and fusion gens would take up like aquarter or maybe more of planets to power all the structures so thats no good either.
Smith
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DarkestVorlon Vice Admiral
Joined: October 17, 2002 Posts: 245 From: ICNV Rememberance CNCC-4021986
| Posted: 2003-11-05 23:49  
Quote:
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On 2003-11-05 18:59, Smith wrote:
ive notice another glitch( i think).. i was in the beta mv building a cluster. i was building the main planet, just about to put up defenses and what not and i noticed wth the planet had no power. now i had put up solar gens and then remmembered planets rotated now.so heres the thing if planets have solar gens and rotate they go dead when the gens goto the darkside of the planet. so how about a new generator....... perhaps a antimatter gen or something of that sort. cause if planets go dead for a short while thats easy caps all over the mv. basically rendering solar gens totally useless and not being used by anyone anymore. and fusion gens would take up like aquarter or maybe more of planets to power all the structures so thats no good either.
Smith
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Thats why your put SOlar Gens equaly around the planet, not on one side. That way a equal number are always producing power, Id suggest mixing solar and fusion gen's also.
_________________ Retired Council Member of the Imperial Klingon Command
Former Member of Raven Warriors.
Former Member Terra Squadron.
Former Member of Agents.
Former Member of NX.
Founding and former member of KIGR.
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Barthezzz Fleet Admiral
Joined: May 31, 2001 Posts: 5630 From: The Netherlands
| Posted: 2003-11-06 02:39  
How about A Big ass Battery?
That way solar gens can store power during the day to use during the night.
HEck it might even allow the planet to run for a while if the Power is destroyed
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MrSparkle Marshal
Joined: August 13, 2001 Posts: 1912 From: mrsparkle
| Posted: 2003-11-12 22:12  
Yeah some sort of battery is one of two ways solar generators would become useful again, the other being increasing it's power by quite a lot.
Right now there is no advantage to using any solar generators anywhere, even in combination with fusions. Considering that the most you can get out of 1 solar is, say, 90 on Articus, you then need 4 of them to maintain that 90 power. But 4 fusions = 120 power all the time (and remember you need a CONSTANT supply, a surge of extra power once in a while is useless). Other planets are even worse. Adding fusion to the mix won't help the solars' insufficiency at all.
Believe me I've tested and tested this along with others. Our conclusion is that current solar generators shouldn't be used.
If there was a tiny planet that gave 90 power the way Articus does, then maybe.
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