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1. Achieving the highest possible radial velocity? - in Ships and Modules [original thread]
I think you guys are all talking about angular velocity, not radial. Just thought I'd point that out. Radial velocity is how fast you are moving towards or away from what you are orbiting.
- by Vyllana - at 2009.07.01 21:37:00
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2. T2 BC - in Ships and Modules [original thread]
Well they could come with some PvP-gimping factor like marauders, if necessary.
- by Vyllana - at 2009.06.21 17:14:00
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3. T2 BC - in Ships and Modules [original thread]
Originally by: Lexa Hellfury Originally by: Vyllana T2 Caldari - Shrike 7 highs (4 launchers) 7 meds 5 lows Role bonus: 100% bonus to missile dmg Battlecruiser skill bonus: 10% missile velocity, 5% missile RoF Exploration ship skil...
- by Vyllana - at 2009.06.21 04:37:00
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4. T2 BC - in Ships and Modules [original thread]
Edited by: Vyllana on 20/06/2009 03:49:45 I think the only role that is unfilled that I'd like to see for T2 BCs is Exploration ships. Bonus to probes, marauder-type weapon bonus to be able to fit utility highs (tractor + salvager + probe), an...
- by Vyllana - at 2009.06.20 03:44:00
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5. Railguns make no sense - in Ships and Modules [original thread]
Acceleration from a constant power thruster would only begin to taper off once you were in the relativistic speed range, since the effective mass of the ship would increase.
- by Vyllana - at 2009.06.18 01:42:00
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6. Shields - in Ships and Modules [original thread]
Edited by: Vyllana on 17/06/2009 17:53:58 There are several schemes for shields using currently foreseeable technology. What Pottsey mentions is actually a type of armor, however, not a shield. The armor is composed of two layers, one inside...
- by Vyllana - at 2009.06.17 17:50:00
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7. probe launchers on Combat ships? - in Ships and Modules [original thread]
Originally by: Viscount Hood you can fit a core probe launcher quite easily to a Drake and fit all your usual combat equipment. Have a play on EFT and you will see. Someone didn't read the OP.
- by Vyllana - at 2009.06.15 12:49:00
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8. Reality Of Weapons - in Ships and Modules [original thread]
Actually now that I think about it some more pretty much all of EVE's weapon systems are already feasible or at least clearly foreseeable to be feasible within the near future. Lasers as I explained above, missiles aren't any better or more advanc...
- by Vyllana - at 2009.06.12 23:12:00
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9. Reality Of Weapons - in Ships and Modules [original thread]
Originally by: Davinel Lulinvega Not completely true. See here . Or here . The ice will eventually sublimate, however. There's a different order of events in this case. Water has a high heat capacity, meaning it takes a while for it...
- by Vyllana - at 2009.06.12 22:22:00
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10. Reality Of Weapons - in Ships and Modules [original thread]
Actually I think a game which included correct physics for space travel, and took place in a region of space say a few light hours across, could be quite fun. You could even include relativistic effects in the simulation, including the dilation of...
- by Vyllana - at 2009.06.12 22:14:00
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11. Reality Of Weapons - in Ships and Modules [original thread]
Stirling engines could indeed be put to useful applications in space. For example, there have been proposals to convert heat from RTGs into electricity using Stirling engines instead of thermocouples. But like Gypsio said, the main issue is mech...
- by Vyllana - at 2009.06.12 22:03:00
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12. Reality Of Weapons - in Ships and Modules [original thread]
In regards to a liquid ejected into space, it will, in its entirety, turn to gas and disperse throughout an ever expanding volume of space, until its pressure is equivalent to the ambient pressure in that region of space. As long as the ambient pr...
- by Vyllana - at 2009.06.12 21:51:00
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13. Reality Of Weapons - in Ships and Modules [original thread]
Edited by: Vyllana on 12/06/2009 21:53:18 Edited by: Vyllana on 12/06/2009 21:52:24 Few things: Large radiators are expensive to put in space NOW because of launch costs from Earth into space. Considering the structures widely seen in EVE...
- by Vyllana - at 2009.06.12 21:45:00
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14. Afterburners and Overdrives - in Ships and Modules [original thread]
Edited by: Vyllana on 12/06/2009 16:24:14 I for one wouldn't mind ABs being viable on a wider range of PvP fits. I think a slight boost to ABs themselves would do it though. If a wider range of frigs could reach the 1.0-1.2 km/s speed range wi...
- by Vyllana - at 2009.06.12 16:24:00
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15. T3 Legion PVE - in Ships and Modules [original thread]
Originally by: Emerhyz Gallente Navy 100MN Afterburner Lol.
- by Vyllana - at 2009.06.11 22:19:00
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16. Reality Of Weapons - in Ships and Modules [original thread]
You're right, there will always be limitations. But I just thought it was really weird that a self-proclaimed "laser technologist" would say that a range of 200 km in 20,000 years was what we should expect when it'll probably be more like 20 yea...
- by Vyllana - at 2009.06.11 16:41:00
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17. Please, not Materials For War Preparations AGAIN ! - in Missions & Complexes [original thread]
Amazingly, I just got a storyline mission that I've never seen before (the Insorum Hijacking), after having done probably thousands of missions. MfWP is so common and the other ones are so rare... I don't understand why. They should all be set to ...
- by Vyllana - at 2009.06.10 22:51:00
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18. Officer tag - in Missions & Complexes [original thread]
Some (generally worthless) LP offers require these. For example there's a CNR offer that costs 500 mil instead of 600 mil that requires Estamel's tag and a few other things.
- by Vyllana - at 2009.06.10 22:47:00
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19. Warp Core Descrambler - in Ships and Modules [original thread]
Or how about this one: You're a solo belt pirate and after hours of painstaking hunting you've finally found your first (and likely only) prey of the night. You warp in, scram and web them, and start shooting. 30 seconds later, they warp off. So...
- by Vyllana - at 2009.06.10 22:42:00
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20. Missile Rigs - in Ships and Modules [original thread]
Edited by: Vyllana on 10/06/2009 22:28:56 All missile skills, rigs, and implants affect all missiles including torps, with the ONLY exception being those that reduce the explosion radius . Modifiers that affect the explosion radius do not wor...
- by Vyllana - at 2009.06.10 22:28:00
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