[Challenge] Dual Small Generator CV - Complete

Discussion in 'Questions, Discussions & Feedback' started by Robot Shark, Dec 4, 2017.

?

Who gets the bragging rights?

Poll closed Jan 6, 2018.
  1. sillyrobot's Tiny Hawk

    0 vote(s)
    0.0%
  2. Razorwire's Cottonmouth

    5 vote(s)
    38.5%
  3. Fluffy's Dumbo Dome

    0 vote(s)
    0.0%
  4. KwC TrixX's BlueBottle

    2 vote(s)
    15.4%
  5. Kahrek's The Challenger V2.5

    2 vote(s)
    15.4%
  6. Siege Inc.'s Argos Explorer

    3 vote(s)
    23.1%
  7. rucky's Challenger One LX

    3 vote(s)
    23.1%
  8. Zaflis's Mini Crystal

    0 vote(s)
    0.0%
  9. CatmanDoes's Blockade Runner

    0 vote(s)
    0.0%
  10. StyleBBQ's A7.5 CV_B20v1 Lvl10 Has: Warp AdvConstrc Medbay. No-GravGen

    3 vote(s)
    23.1%
Multiple votes are allowed.
  1. Robot Shark

    Robot Shark Rear Admiral

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    I did not include them in my challenge submissions, but I have 3 older CV's in the workshop that are not mobile bases you may like.
    (I prefer making new ships for new challenges)

    Mobile Spawn point with warp drive
    Mobile Spawn point without warp drive
    Jumping Jack Skeleton

    I have updated all of them with a second small generator.
     
    #101
    Last edited: Dec 9, 2017
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  2. SirKnumskull

    SirKnumskull Captain

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    Just wondering: Does this mean not touching the ground visually, just having landing gear or actual collision with the ground?

    I understood it as no collision with the ground (with the exception of landing gear and ramps obviously) but it is obvious that about half of the builds are going for a visual thing.
     
    #102
  3. rucky

    rucky Rear Admiral

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    @Fluffy I have an Update or better said Replacement to my submission.

    I've lengthend the ship 2 blocks to add windows and some door infront of the Warp core room. But as I still want to keep my old Version, here the Link to the new one : http://steamcommunity.com/sharedfiles/filedetails/?id=1226075050


    Challenger One LX
    ==============


    [​IMG]

    The updated Section:

    [​IMG]

    [​IMG]

    [​IMG]
     
    #103
  4. Zaflis

    Zaflis Commander

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    Here's new starter CV, i call it Mini Crystal: http://steamcommunity.com/sharedfiles/filedetails/?id=1226154063
    (Its big brother: http://steamcommunity.com/sharedfiles/filedetails/?id=1181004895)

    bottom.jpg

    stats.jpg

    I guess some info too... First off i needed 2 fairly big docking platforms for 2 ships; fighter and mining SV. It should be low enough so HV can hop aboard if need to. I kept cost to a bare minimum, even replacing some solid blocks with railings to save in mass and resources. It comes with O2 station, warpdrive, ventilated room and 2 cannon turrets. Left space for at least 1 extra device, i was thinking either repair station or medic bay. But other one costs erestrum, so i leave that decision to player. Personally i'd put a repair station when possible, because T2 handdrill seems to break fast.
     
    #104
    Last edited: Dec 9, 2017
  5. Robot Shark

    Robot Shark Rear Admiral

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    The landing gear needs to touch the ground first. I have gotten tired of repairing my BA from slamming CV's into it. (I THOUGHT it was a gentle landing.)
    You damage both the BA and the CV that way.

    I have replaced your old submission with this one.
    The other one is also 7 Kt, a little over for the challenge.

    The Mini fly's well and I could not get the generators past 47%. Unusual design, which I always like.

    The warp tank is located directly above the core, and it is highly radioactive, so I got fried in the cabin.

    Not part of the challenge...
    All thrusters and spotlights are exposed, making the ship believable.

    The AI will target exposed generators, O2 tank, & fuel tanks. All of which will explode.
    I usually avoid walkway blocks on the exterior of a ship, as they only have 25 HP. Truss blocks weigh a little more but they have 250 HP.
     
    #105
    Last edited: Dec 9, 2017
  6. Siege Inc.

    Siege Inc. Rear Admiral

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    Yeah you were right about those extra RCS up front. As soon as I needed to shave off more weight they went on the chopping block. It let me add a couple block lengths to the back end which gave me room for the gravity gen and let me clean up the rear compartment.
     
    #106
  7. SirKnumskull

    SirKnumskull Captain

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    Half the builds submitted are basically landing with their full body and two others have one block touching the ground (that includes your SchlockRunner). For ground collision (or BA/CV collision) the full block counts, not just the visual model. Remove the landing gear of your Schlock and get in the cockpit for a moment to see what I mean.

    Maybe just remove that rule?
     
    #107
  8. rucky

    rucky Rear Admiral

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    technically you're right.
    While my Ship has visual three landing gears, the bottom is made out of half-blocks that technical counts as full blocks for collision detection, correct.
     
    #108
  9. Robot Shark

    Robot Shark Rear Admiral

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    I used full blocks on the runner, the only blocks that are touching the ground are the sensor block, entry ramp, and landing gear.
    Side note, you will notice that I have said nothing about the submissions that use thin / half blocks on the bottom.
     
    #109
    Last edited: Dec 9, 2017
  10. binhthuy71

    binhthuy71 Rear Admiral

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    This my second small cv challenge. I think that the main idea is just to see how much you can do within the constraints. The use of thin/half blocks is a gray area for me because their appearance versus their actual collision is so deceptive. It's the way things work atm so if someone is okay with making the inevitable repairs that result from using thin or half blocks on the hull bottom then they're fine with me.
     
    #110
  11. Robot Shark

    Robot Shark Rear Admiral

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    You would also be outlawing entry / exit ramps. Technically, they touch the ground too.

    I will ask the group on this one, besides landing gear, which blocks should we allow to "touch" the ground?
     
    #111
    Last edited: Dec 9, 2017
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  12. SirKnumskull

    SirKnumskull Captain

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    No, they don't. Ramps do not have a ground/BA/CV collision detection at all (although they can take damage if you land too hard on them).
     
    #112
  13. Robot Shark

    Robot Shark Rear Admiral

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    Here is the screenshot of the current submissions.
    I have been debating on making a collection on Steam with the submissions (for those who uploaded to the workshop).
    If I failed to update anyone's ship, please let me know.

    20171209133923_1.jpg
     
    #113
    Last edited: Dec 10, 2017
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  14. rucky

    rucky Rear Admiral

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    that changed in 7.0 (or some late 6.x). Before they had and I used them as landing gears ;-)

    edit:
    [​IMG]

    Now,... I'm totally honest now... I don't want to change all the half blocks at the bottoms of my ship in full blocks now, which would result in too much weight, nor I want to change the 1 deep landing gears into the HUGE 2 deep landing gears which only HUGE ships should have - that would just look silly.
     
    #114
    Last edited: Dec 9, 2017
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  15. binhthuy71

    binhthuy71 Rear Admiral

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    You're right. And ramps, when they aren't frustrating as heck, are cool. For me, some of the rules are more flexible than others. As long as the winner isn't getting a new 1080 ti and a tour of Eleon's fabulous headquarters I'm happy to overlook technicalities. :D

    @rucky, The two block landing gear usually makes a smaller ship look like a lot like an insect.
     
    #115
    Last edited: Dec 9, 2017
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  16. SirKnumskull

    SirKnumskull Captain

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    You are correct, alpha 7 changed that. Now you can take a flat bottomed ship and attach ramps to it and even when extended they do not have collision.

    I guess the verdict then is "not visually touching the ground". Fine by me, was just looking for clarification.

    I updated the Alpha ship, the updated version is on the workshop. You didn't miss it, I just managed to update it now thanks to my awesome connection. @Fluffy

    edit: SiLoDe is updated aswell. I adjusted some sensors and replaced the engine logic with a more robust but less elegant version. Uses three gates instead of one but does not require the timing glitch to work, it just works.
     
    #116
    Last edited: Dec 10, 2017
  17. JuStX2

    JuStX2 Captain

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    This is is why I never do challenges - People are earnestly stupid.
     
    #117
  18. Robot Shark

    Robot Shark Rear Admiral

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    Ship updated
     
    #118
    Last edited: Dec 11, 2017
  19. JuStX2

    JuStX2 Captain

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    @Zalfis - The Fact that you don't Appreciate the need for a LC/AC is pretty desperate - when did you state this? I only found replies to the statement; however as of 7.0 Possibly even greater as of 7.5 You really need a large constructor for most things - a MC or SC Just won't do.

    Also as of SSOR - mining "Scraps" are much larger (atleast on my settings) so large scale mining doesn't take quite as long as it did before.
     
    #119
  20. Zaflis

    Zaflis Commander

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    I build a base and make advanced constructor before the very first CV. After that point i will store survival constructor away to some container. Craft everything you need for a long trip and take them with you on the trip. I still have a mobile constructor in the mining SV i dock on CV, but it's not my intent to use first CV as a mobile base. Just a transport. Following the playstyle in a new playthrough started just a few days ago, i already spawned my class 2 base CV.
     
    #120

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