Capital Vessel

Discussion in 'Questions, Discussions & Feedback' started by EleonGameStudios, Aug 23, 2015.

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  1. Neal

    Neal Rear Admiral

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    @Nightdawn
    @rucky
    NewGame_3_2017-08-31_14-22-57.png

    Inside:
    NewGame_3_2017-08-31_14-26-40.png
    At the rear wall there are stairs leading to...
    NewGame_3_2017-08-31_14-27-19.png

    ...a higher positioned Pilot seat.
    NewGame_3_2017-08-31_14-26-53.png
    New Stats are:
    NewGame_3_2017-08-31_14-29-14.png
    I hope that's enough regarding the maneuverability. I really hesitate to add more, i fear it would ruin the feel of flying a big ship.
    What do you think?
     
    #1481
  2. Nightdawn

    Nightdawn Lieutenant

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    Did you just add the cockpit? :)
    I think I don't terribly mind to fly a CV in third person... it just never occurred to me to do it.
    For the maneuverability: The up/down thrust seem fine to me personally, sideways would be a less than what I would have expected, RCSes are ok-ish depending on your play style. I tried to compare to my latest build, but apparently something was broken when I took the stats screenshot - it's all zeroes there:eek:.
    The fwd/rev thrust is too slow for my personal liking, as I am a terribly impatient person. But I understand that you want to maintain the feeling of a bigger ship. Don't sacrifice that if it goes against your gut feeling I'd say.

    Hope that helps
     
    #1482
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  3. rucky

    rucky Rear Admiral

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    MUCH Better!

    (the stats could be improved still a bit further ;-) you know... speed junkie and such...)

    haha ;-)
    don't worry, I've always enough fuel tanks with me, even and especially for planetary flight.
    But yes, I will add several power switches for these huge amount of thrusters (first they're here only for intimidating purposes).

    My Heavy Fighter, over 100 tonnes...
    [​IMG]
    I've got him also over 100 RCS... ;-)
    56m/s² lateral accel, around 10deg/s² Pitch/Yaw...

    My actual Base Star CV. In the above Thruster-Picture seen above yours.
    [​IMG]

    19m/s² lateral accel, again good 10deg/s² Pitch/Yaw.... that's Fighter-SV-Manoeverability.

    But yes, for a Huge Heavy CV this should be considered too fast.
    And I'm quite sure Elion will nerf the Accel and Manoeverability of CVs sometimes in the Future.
    BUT... then your values would drop even further... ;-)

    I would recommend for Heavy CVs you aim for lateral Accel values around 10m/s² (more is still better haha), >30m/s² forward thrust, very good down Thrust for high Gravity planets, but also for at least >3deg/s² (better >5) in Pitch/Yaw.

    Edit: The Problem you need to understand is, Pitch/Yaw is heavily affected by the different dimensions your ships has. Mine has similar width/height/length so RCS are way more effective - I will have your problem in my new CV too.
    So, your CV is way longer then its width and height. Therefore you need way more RCS to compensate.

    Edit2: If you've flown speed junkie ships alot in Survival game - you won't take clumsy ships anymore - even if they are astonishing beautiful...
     
    #1483
    Last edited: Aug 31, 2017
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  4. Neal

    Neal Rear Admiral

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    Yes, there are now 2 additional Pilot seats on the new Main bridge (renamed to old one to "Battle Bridge" :) ).
    It's not that easy to find the right balance between "good" maneuverability and keeping the feel of flying a big massive ship, although it's just a single person ship anyways.
    The ships in EGS are way too small to be considered big anyway. But it would feel odd to me if the ships i usually create would handle like a jetfighter.

    I'm curious, do you fly CVs with Mouse or Keyboard keys?
    I adjust RCS mostly accoring to the feel i get when i steer with Keys. I only use Mouse for very fine movements, like landings or other more delicate things.
     
    #1484
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  5. rucky

    rucky Rear Admiral

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    Mouse. Because of finer tunement. Essential for Combat.
    ;-)
     
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  6. Neal

    Neal Rear Admiral

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    Interesting, so you fly a CV like a SV? To my understanding they are more like sailing ships (or a ship in one of the old Starfleet command games). But i guess that PvP combat requires different qualities.
    (I'm sorry if this is completely off topic)

    Also, i added 2 Drill turrets and some Harvest Containers to the Hangar bay.

    0004.jpg
     
    #1486
  7. Nightdawn

    Nightdawn Lieutenant

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    Mouse +1, for convenience reasons more than anything else.

    Oh you so have to read the 'Golden Age of the Solar Clipper' series *laugh*
     
    #1487
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  8. rucky

    rucky Rear Admiral

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    :eek:o_O
    No, no PVP here...
    But I like to be in absolute control of my Ship, as you've already said, we still have no real big ships in Empyrion; even the CV's are more or less single or small group ships, perhaps Corvettes, but mostly not even Destroyer class.

    Adding Mining equipment is always a good idea!
     
    #1488
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  9. Nightdawn

    Nightdawn Lieutenant

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    Just tried it... any reason why you have 2 consecutive hangar doors? That really confused me :D

    (edit: forget my second point. I didn't find the entrance to the bridge because i was too stupid to read signs :/ )
     
    #1489
    Last edited: Aug 31, 2017
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  10. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    To be fair, Hangar Doors are pretty big targets, so I can understand wanting to double guard such an important thing as a Hangar Entrance.
     
    #1490
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  11. Neal

    Neal Rear Admiral

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    Two doors are only for security reasons. (i'm a bit paranoid sometimes, lol.)
    I agree, the interior is a bit chaotic in hindsight, i wasn't expecting to add a second bridge at the rear tower. If i had to build the ship again from scrathch, i would put Bridge much more to the front of the ship and put the Battle Bridge much deeper and more secure into the ships hull. Better next time. :)
     
    #1491
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  12. SylenThunder

    SylenThunder Captain

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    LOL, I made a small jump CV for quick mining on PvP planets once. It was basically massive engines attached to a warp core, then covered in turrets.
     
    #1492
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  13. BigSnoopy

    BigSnoopy Commander

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    I like the idea of SV rebuild as a CV
    So I took my Lil'Lootr and began.

    Here it is, the Big Bro. Transport your Lil'Lootr wherever you warp
    And it is a funprojekt. Sure, there could be some lines, some decoration, but the SV doesn't have - so the CV also doesn't have - except of some turrets
    There are two versions, the Big Bro and the Big Bro light (without Rocketlauncher - and so without the E and Z ore)
    Big Bro Light: http://steamcommunity.com/sharedfiles/filedetails/?id=1126625219
    Big Bro (pic) : http://steamcommunity.com/sharedfiles/filedetails/?id=1126633356

    Forgot the medic-station - actualized now. Added another fueltank (really found unused place) and grouped now, sorry

    Big Bro and Lil'Lootr.png
     
    #1493
    Last edited: Sep 4, 2017
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  14. Nightdawn

    Nightdawn Lieutenant

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    So.... after using the Corsair for a while, I still love the layout, but there are a few quirks that I don't like on that version
    Therefore, I am building a bigger brother :) :)
    Started just today, the main body is going to be 2 blocks wider and probably good 5-10 blocks longer a bit higher, too.

    What didn't I like and what am I going to improve
    • The hangar was a bit crowded with 2 CVs and a HV
      • => Bigger hangar. using the 13x7 doors instead of thh 9x5s, and building additional parking space (if it's going to be parking space or storage, let's see ;)
    • Repair station was in the middle parking spot, so I had to run around the other SV every time I entered the workshop
      • => Repair station moved to the spot closest to the workshop
    • Not enough containers around the workshop
      • => Bigger workshop
    • Farm just a teeny little bit too small (I want to maintain my ratio of various food, plus Textured Protein for healing reasons)
      • => Bigger farm
    • Mining laser was placed a bit awkwardly
      • => changing it's place
    • Steep stairs awkward to climb if the ship is on the smallest angle
      • => trying to use long stairs on most occasions
    • (edit: forgot) - I don't like the look of the back and the helm sticking out like that
      • => redesigning the back and the engine blocks slightly
    Also i am going to make space for more energy and O2, and will hopefully make the helm a bit bigger.

    Did anyone of you guys here tried the Corsair already? Anything else you think needs improvement?
     
    #1494
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  15. rainyday

    rainyday Rear Admiral

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    POLARIS SPACE INDUSTRIES UMS mining CV

    >> Steam Workshop

    20170907152648_1.jpg
    20170907152620_1.jpg
    20170907153100_1.jpg

    Your ultimate mining solution for all mining operations! UMS is cheap and lightweight warp capabable frame that is perfect for all kinds of mining missions.

    Main 'weapons' consists of four mining turrets mounted on the front for easy use. In addition to that, UMS can be docked with special kind of HV mining turret, for operations on the planetside. In addition to that - open back hangar can hold a mining HV - for example PSI 'Rhino'.

    Small landing pad on top for utility/scout SV's.

    - - - - - - - - -

    POLARIS SPACE INDUSTRIES UMS MINING TURRET

    >> Steam Workshop

    20170907152059_1.jpg
    HV mining turret made specifically for the 'UMS' mining ship.

    Can be docked on the front of UMS and used for mining.

    Mining turrets will work even when docked onto a CV - so you can land on top of a deposit and mine! CV just can't be moved while people are on the turret.

    Oxygenized - so safe mining on hostile planets!
     
    #1495
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  16. jmtc

    jmtc Captain

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    testnew_2017-09-07_00-56-05.jpg

    I've uploaded my new CV, the New Horizon to the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1130324076

    The workshop description explains it in more detail (and with lots of screenshots), but the New Horizon is a Size Class 5 / Level 15 PVE & Co-Op vessel aimed at exploration, able to carry several SVs and HVs along with it and the ability to function as a home-away-from-home mobile base.
     
    #1496
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  17. Pyston

    Pyston Captain

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    #1497
    Last edited: Sep 10, 2017
  18. Nightdawn

    Nightdawn Lieutenant

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    The NDC3 - Sole Survivor

    Built from scratch based on the successful NDC2-Corsair, with several improvements on the old design:
    + Bigger hangar
    + Better placement of the repair bay
    + Much bigger workshop, with 14(!) big storage containers
    + More than double the number of farm plots (19 -> 45!)
    + Avoiding steep staircases, so they are easier to use on a tilted planet surface
    + More convenient mining laser placement
    + Huge increase on Ammo, O2 and Energy storage

    If you liked the NDC2, you will LOVE the NDC3!

    Built for a single player as a mobile, armoured base.
    In the unlikely event of finding more survivors, there are 2 passenger seats available.

    Workshop Link:
    http://steamcommunity.com/sharedfiles/filedetails/?id=1132384822


    NDC3 - Sole Survivor.jpg

    Sole Survivor - impressive.png
    Here the size comparison with the Corsair. The Sole Survivor is a size class 4, while the Corsair was a 3. Sole Survivor - corsair comparison.png

    Feedback is always welcome :)

    Have fun!
     
    #1498
  19. SirKnumskull

    SirKnumskull Captain

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    Well, with these two right ahead of me I picked a great time to introduce my first CV to the workshop! ;)

    Anyway, this my latest build for PVE, a mobile base with a focus on efficiency and ease of use: The Kestrel Cruiser! (workshop link)

    hovering_akua.jpg

    The basic design goes back to the Giant Leap (which I never presented anywhere) which is a small yet fully equipped CV. The Kestrel isn't small but nonetheless size efficient with the working areas arranged around two main elevators while the rear is used for the 48m x 30m hangar and an engineering area that you'll rarely need to access.

    The stealth bomber design lends itself to low polycounts for the size while building for efficiency keeps the light and device count relatively low so that this 122 meters long, 70 meters wide, and 28 meters tall vessel clocks in as a size class 3 (and stays in that size class with full crops). That way it stays usable even if the server you are on is very strict with sizes.

    hangar_overview.png

    The workshop is situated forward of the hangar and can be directly accessed by a small cargo vessel or a drill HV for quick loading/unloading or maintenance!

    workshop_from_hangar.jpg

    The farm has 30 plots but can easily be upgraded the host 45 plots if you require more food.

    farm.jpg

    Sonic was in charge of the engine selection:

    full_thrust_stats.jpg

    There is also a more sensible thrust option:

    low_thrust_stats.jpg

    To further increase loiter time there is a switchboard that allows you to turn many systems off, allowing to reduce it to just O², fridges and plant grow lights in which state you get 8.5 days (204+ hours) of stand-by.

    What you don't get is a styled interior like on Pystons vessels, the two crew quarters are the most luxurious rooms you'll get here (hey, it has a window!)

    crew_quarters.jpg

    And while we are talking about Pystons magnificient designs:

    If you ever wondered if the Kestrel could fit 10 Rapscallions, 4 Diablo Gato Mk II and 3 Diablo Gatito then the answer is yes:

    pystons_tight_fit.png

    But it is a tight fit and you have to store 2 Rapscallions on the upper landing pads, also the Columbia Eagle had to vacate the hangar and move to the workshop:

    pystons_tight_fit2.png

    And you need to note that the two drills and the Mantis AC at the back need to be moved before you can unload the HVs:

    pystons_tight_fit3.png

    I think the hangar has a decent size. What do you think?
     
    #1499
  20. Neal

    Neal Rear Admiral

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    Hi.

    I just released the Herald Class Explorer vessel.
    http://steamcommunity.com/sharedfiles/filedetails/?id=1132851065

    NewGame_3-170907-0255_2017-09-11_05-03-16.png NewGame_3-170907-0255_2017-09-11_05-39-04.png NewGame_3-170907-0255_2017-09-11_05-09-19.png NewGame_3-170907-0255_2017-09-11_05-09-31.png NewGame_3-170907-0255_2017-09-11_05-09-43.png NewGame_3-170907-0255_2017-09-11_05-10-10.png NewGame_3-170907-0255_2017-09-11_05-10-36.png NewGame_3-170907-0255_2017-09-11_05-08-15.png NewGame_3-170907-0255_2017-09-11_05-08-21.png NewGame_3-170907-0255_2017-09-11_05-08-29.png
    It features two engine settings Cruise or Max engines.
    Cruise uses only small engines, suitable for everyday maneuvering in space.
    Max Engines uses all engines (including XL engines) and all RCS, making the ship very maneuverable which could be useful for combat scenarios.

    Light activates and deactivates automaticly depending on the players presence in each section of the ship.
    The ship features two Command bridges, one at the most forward part of the ship (for ppl. who like first person view) and another one at the center of the ship, protected by several layers of armor.
    I hope i haven't forgot something. :)

    Suggestions and (fair) critics are welcome.
     
    #1500
    Last edited: Sep 11, 2017
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