I know I've taken far too long on this one, but it's finally done. I present the T4-Carapace! https://steamcommunity.com/sharedfiles/filedetails/?id=1555023974 I've also made sure to do some combat tests, and it absolutely whooped an orbital patrol vessels ass. These missile turrets are no joke when in large quantities.
Taking inspiration from others building SV to fit snugly into openings in CV/BA blocks. A small shop of sorts. Whether making food, munitions, or basic blocks. Fits into the space of two blocks, with the "sign" extending up a half large block, or two small blocks. Yes, I was true to form and put two gatling guns on that, but I faced the guns so that when the SV is docked, the guns are out of sight behind the portable workshop.
I played around with making a custom config file for my scenario. I always felt crafting a T2 weapon never felt like an accomplishment and enhanced weapons were just a slight upgrade to T2 weapons so I decided to do something about that. I felt the hand drills were too slow especially with the way ore works in my scenario. Nothing has been tested in combat yet and of course it's still a completely unbalanced work in progress but I spent most of today creating a custom config that will eventually be included with my custom scenario. Here's a video showing off the changes to enhanced weapons: If you're interested in what the config changes: Spoiler: Config Details +100% mining speed of T1 and T2 hand drills. +50% mining speed to vessel mounted drills and drill turrets. Tripled component cost of T2 weapons. T2 weapons now require kits to craft. Greatly increased the power of enhanced weapons. Increased the durability of enhanced weapons. Enhanced weapons are now more unique instead of just being more powerful versions of their T2 versions. Enhanced weapons can no longer be crafted. They must be found as loot or on traders. Rebalanced armor and armor boosts. All armor (except epic) now has 3 boost slots. Light armor no longer has any penalties and has the best mobility. Medium armor has the best environmental protection and a balance between mobility and defense. Heavy armor has the best defense but average environmental protection and poor mobility. Epic armor has the best traits of medium and heavy armor. Most armor boosts are more powerful now and some of their penalties reduced or removed.
lol it took me a few seconds to remember the music from original unreal tournament 1999 "Foregone Destruction". Nice idea to mod the weapons. I think your plasma cannon is now overpowered. I like the triple fire of the rocket launcher. One question. Have you tried to play on Hard Mode? The enemy armor is higher and I do not think the one shot weapons of yours still do one kill on one shoot in this mode.
Not yet, I was just testing around in whatever difficulty the default creative is. I have to create a hard game and fine tune the numbers eventually, this was more of a proof of concept to see what could actually be done.
Decided to give the SSG a spin. I am very much a novice at this. After "generating" the system, I went in and made a few edits, namely adjusting gravity and atmospheric density. I have suspected that gravity has little to no impact on the power consumption of vessels. My impression is that this is all atmospheric density. So I arranged two worlds with identical atmospheric density but different gravity. First run is in 4.0 g with 2.0 kg/m^3. Pushing my Green Darter in all three directions at once to maximize the redline, I get 122% power. I found the 4 g planet first... Second run is in 2.0 g with 2.0 kg/m^3. Pushing my Green Darter in all three directions at once to maximize the redline, I get 122% power. Notice that I copied and pasted that second sentence? Two different worlds. Two different gravities. Identical atmospheric density. Identical power results. Pictures included as evidence. I used my Green Darter for the testing because it can handle up to 5 g if you don't mind redlining the power.
Gravity should have an effect on thruster power consumption, but only for your downward facing thrusters. Most likely your thrusters can only use up to 122% of your ship's total power since each thruster has a max power consumption. Try setting the gravity to 0.5G and the same atmospheric density and repeat the test. Atmospheric density should have no effect on power consumption while hovering in place. However, lower atmospheric density means you can turn off autobrake and your ship can drift for further before falling. A density of 0 means you can coast straight if you turn off autobrake. That may have an affect on power consumption.
Had a few hours this morning to finish the lower Level of the Corporate Headquarter and textured it completely. In the current state the Base requests Level 15 because of Furnaces, De-Constructors and such. I will BP two Versions: One with up to Level 10 and one with Level 12 Requirement. Here the Base as it stands so far:
How about I test that theory that max power for the Green Darter is 122% of the ship's total power? My crude custom scenario already includes a world with 2.0 g and 4.0 kg/m^3. If I am right that atmospheric density is the key, then.... Interesting. Running the same test, the Green Darter hit 242%. Conclusion: 122% is not the max the SV can be pushed into the red. My custom scenario is inspired by @Sephrajin's Creative Studio, except last night when I went to start a new game using Creative Studio there was only the starting world. That was odd. Hence why I loaded up the SSG and gave it a spin. I was planning to use the SSG eventually, to create a scenario where I could test against atmospheric density versus gravity, isolating the variables to a degree. My hope was to come to a better understanding of the power systems and power consumption. Those tests will wait for another day. This scenario is still a rough draft, proof of concept. So keeping atmospheric density constant at 2.0 kg/m^3 and varying the gravity from 2 g to 4 g, the Green Darter redlined at 122% in both tests. Keeping gravity constant at 2 g and varying atmospheric density from 2.0 kg/m^3 to 4.0 kg/m^3 produced redline results at 122% and 242% respectively.
Obviously atmospheric density produces friction or drag as it is called in aerodynamics and results in speed reduction. The thrusters trying to compensate the atmospheric friction work harder and push power generators to produce more power. This happens because in order to fly, vessel's thrust needs to be always greater than the produced drag.
Your aft thrusters have to work harder in higher atmospheric density while you are traveling forwards. You need to test it while both hovering in place (hold down O to level yourself) and while moving forwards. And you'll need to test it with much less gravity than 2G (try 0.5G). Check your power usage on a 2G planet both while hovering and staying still, and then set gravity to 0.5G and do the same test. Assuming your ship doesn't overload in 0.5G, you should notice a difference. Interesting info.
Ya know what one of the cool things about being your own Foreman of your Building Work is? Ya get to decide the Time Tables for your stuff. Screw 'Deadlines'.
Yeah, I only build whenever I feel like it, and whatever I feel like building. Only problem is that I don't have that many hv's.
New homeworld of Verax has the perfect configuration of mountains, flat terrain and water. Perfect to extend the Jetty into a full on harbour: Right side needs extended with some containers perhaps. And some more lights and railings
Made an alien type starter base today. All basic stuff, rolled it out in my survival game too. Works nice and it's pretty cheap.
Ok, Corp HQ finished in terms of Devices, Texturing outside and most of the inside. Had a bit of second thoughts with some stuff... Top Level - the Golden Lounge - for the Owner Including private Landing Pad The Corporate-Headquarter Official Area