Well that's what the "whatever" was for : don't get a headache trying to find a reason, just crank the repair per second... Edit : you can probably also change (disable or "comment out") the "Place: NoRotation" parameter with "Place: Free" and that solves half the problem.
Oh...well why didn't you say so? Ya know...I hate going into to those files because I get so confused. It took a while to figure out that "MS" meant "CV", and "GV" = "HV". "SS" = "SV" was slightly more intuitive. Frankly, without your tip (thank you very much), I wouldn't know to replace "NoRotation" with "Free". Maybe I would have found it scanning the files for something similar, but I'm not as into extensive rexearch as I was two decades ago when it was part of my job. Fortunately, Repair Bay is listed in my Captain's Log so I should be able to find it quickly. UPDATE: Unfortunately, I inadvertently copied the number from the item previously entered into the log, scratched it out, but didn't enter the correct one. Aargh!!
*rant mode* Tonight was very frustrating. I faced a Xen'uan Carrier with my Raider CV and was almost destroyed. So I called for reinforcements and flew to where my destroyer CV was. So I was now with a ship covered with turrets and weapons to face the threat. Nope. Many tries later I gave up trying to destroy the cheating beast. I still feel those enemy CVs are highly unbalanced. They have homing missiles that you can't even dodge or hide. After spending a lot of cash repairing my destroyer (yeah, my badass endgame destroyer) I understood that those enemy ships were made for coop games. But I'm playing single player so it should be different for me. Well, that didn't happen. IMO they should all be removed from single player games entirely or rebalanced. Many games rebalance the threats according to the number of users playing. I'm sorry. I won't complain anymore. Tomorrow will be a better day.
Simply because I checked after writing the message, so I came back and added it. ^^ Use a mushroom design instead.
LOL. Mushroom design. You got me curious now. How? I'm not sure sure I want to go back to that system anymore. I ran and I ran long. With my best ship. Hahaha
When Eleon tests POI defenses sometimes they use a wall with everything fragile behind, and only weapons in front. A "mushroom" would be a similar design, just with a bit more protection on the sides, to be sure. The problem is that one ship can not attack from all its sides at the same time, so there are lots of useless weapons when facing one tough nut to crack. Better to use focused fire and keep everything else not needed for pure combat function well hidden. I used a ship with a very, very long "neck" at the end of which I put lots of turrets on a support, and the cockpit was far behind with all other vital parts of the ship. Enemy turrets don't target blocks, they just hit them because they're in the way of other devices, so supports don't need to be very strong. Structural integrity is a joke, so we can use it to our advantage. Now I mostly use a plain CV to carry my stuff around, and I use a SV for combat. I used modded configs also, but I don't build much because there's no point if they keep changing things over and over again. The ill side effect of long development is that whatever adaptation the players may come up with (and share on forums), the developers and ship/POI builders will try to match these and doing so they crank the difficulty up each time.
EGS does the same as it happens in Real Life....constant change and Development. We here in the 21st Century stopped to develop new things the day after Henry Ford invented the conveyor...
lol... Yes, but I would think more along the lines of the cold war USSR-US arms race, where development of strategy or weapon by one side was quickly followed by an slightly better measure on the other side. The problem here with the context of the game is that players can only "innovate" to an extent, while the developer has the high-end by holding and determining the code. Even if players share strategies to overcome the Ultimate POI, the developer can easily adapt design to void that player adaptation.
That's a Project Eden ship. It also clearly says it's an ultra difficulty encounter in its own sector. They can also be beat solo, though probably not on your first try. You're going to hate the corrupted versions. *edit* Not directed at anyone in particular: Project Eden contains a variety of encounters ranging in difficulty from beginner to ultra++, and I have done my best to label each playfield with an estimated difficulty rating, and to sort it by star class. Ultra difficulty content can be soloed, but probably not on the first try. I am a strong believer in difficult, even almost impossible, but optional content. You should always be prepared to lose your ship whenever you make the choice to enter a sector or planet labeled as ultra difficulty in Project Eden. That is an optional risk you take on yourself. Whether you're properly prepared or experienced enough to take it on is another matter entirely.
Ok. Just in case... because we know some colors give a hard time to some ol'players I will not name...
Green - All Clear, no Danger Yellow - 1st Alert Level, activate Shields and Weapons Red - Enemy in Sight! Ramming Speed!
Switch limits off and build a bigger ship with more guns in single player. Sadly you cant do the cheat of adding more shield generators to player vessels. With CPU+limits on, then basically the choice is continual evasion to wear them down, or lots of carefully placed armor and face tank it applying brute force and ignorance The thing you may find is having killed specials a once or twice to refine the technique, then after they just become and annoyance (kill time or repair time) and you will probably avoid them as just not worth the effort.
Interesting - I have a vessel that always crashes when it docks/undocks with another instance of itself - it has lots of LCDs on it. I will have to try this.
I really miss the landing grippers in space engineers - so useful for picking up wrecks and carting the off to your salvage yard.
Now that I think of it, knowing that a grain of sand or meteorite pebble can stop the Titanic in its tracks, it may be possible to simply use a small and fast ship and spam mini-bases all around the enemy to "capture" him/ restrict its path. Once a base core has been destroyed, normally the enemy should stop shooting at it (blocks are not interesting) and it would leave it surrounded by remains, and unable to move or turn. As long as the bases don't despawn, the player can then choose the weak spot and right angle to attack. And if Eleon wants to eliminate this "exploit" then they have no choice but to fix proper inertia/ physics and space... HAHAHAHA !
More likely what would happen is the vessel would get glitched by the trash and thrown over to the other side of the playfield...
Reforged Eden: I was messing around with the Decal Gun Debug.... I DIDN;T KNOW IT WAS LOADED!! I now have a HUGE wanted poster on the side of some wreckage I used as a parking space. In addition, there is radio static coming from the poster, Makes me rethink my desire for background ragio chatter aboard ships. Anyway, I can't get rid of it! I set thge pistol to remove the decal but nothing happens. HE-E-E-EL-LP!!