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DarkSpace - Beta
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[FAQ
Forum Index » » Beta Testing Discussion » » before the 1.481 stress test
 Author before the 1.481 stress test
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.

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:

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




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.
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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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