Did a fun little test making a little HV that would probably come to no use except to be ported up to a CV/BA at some point for the lulz. And then I realized that it might not be so useless, emptied out some space in the chest and stuck a cockpit in there and some vital machinery, slapped on turrets and suddenly I had a functional Tier 1 HV loaded down with big guns that's unusually maneuverable. It's now dubbed the FA-055A Commander and he's gonna have a lot of brothers and sisters soon. 2 Minigun Turrets, 2 Rocket Turrets with enough spare CPU for another rocket turret at Tier 1. But what good is a knight without his noble steed. So I got around to giving the FA-048 Atlas a paintjob. I still think it's ugly, but at least it's a functional carrier SV. It can lift 4 Commanders and 2 smaller SVs at once.
so been on @ravien_ff project eden for xcals server and neo is so hard to find, i mean good lord i already got Z and E before NEO!!! grrrr getting a CV is hard now lol
To be honest I haven't done anything yet in 11. I'm waiting for the dust to settle and just been reading the forum. I must say it was been very interesting. The number of math wizards in here is huge. I'm thinking we might have maybe one or two updates before it settles more. Then I will start a new game with it all turned on and see how it goes. Looking forward to it really. Even though experimental left a sour taste in my mouth. I'm not really going to decide if I like it or not it until I play it. Have learned a few new things while reading so want to try some of those things out. I can't say I understand both sides of the divide yet. Because my feelings for all the changes leave me on the fence. My biggest fear is losing the sandbox to more of having to be an engineer. So I will start fresh and see if my play style can still be just as rewarding to me as before.
I did some experimenting with the new docking system. A year or 2 ago, I came up with my SV version of the Eagle Transporter from Space: 1999. Even a longer time back, I recreated what I called a Cargo Mule from a YouTube video whose creator's name I did not get. This is a SV with 9 cargo boxes and full SV controls. I emptied out the middle of the Eagle, more in line with the actual ship, and stretched it a bit to accept a larger load. I then added docking pads to the top of the Cargo Mules and Ta-Dah! My Eagle can now transport! While the Eagle and the Mule have RCS, both handle well, and in some instances better, with RCS disabled.
Last night I played around a bit with simple Defense Post bases. Nothing fancy, so no pics, just grouped a Core, Genie, F-Tank & an Ammo Box together protected by reinforced concrete, then a pylon coming up a few blocks to place a turret on. (Core etc intended to be buried a few blocks below surface) A setup like that, using a 1x1x1 fuel tank and a single turret runs for 100 hours per tank. Using an Ammo Box, the dark green old one, rather than a CC Ammo saves 9 PU of draw, and 2,000 SU should hold enough ammo. Came to this from being grumpy about T1 BA CPU allowance. Even though I have mats to make a T2 extender, I don wanna (grrr...) And after digging a cave to build a tiny base just for the Deconstructor, might as well go with it and use tiny Defense Post type bases to handle defense. Plus, in case anyone hasn't looked, a BA Plasma turret is over 20,000 CPU each. Unfortunately I wasn't thinking of deploying these when I expanded solar on my current hilltop base, so wound up with an L shape, but the bounding box of a bases 'owned' area is a cube. Meaning the area I'd like to put a couple Defense Posts is already owned by the main base. So I may move the solar panels around. Future base plans will be a long rectangle oriented East to West, for solar, and Defense Posts along the North and South sides. That layout will also allow upgrading the d-posts to solar later on. So I guess I should say, "Thanks CPU", I'm now a better idiot
Finished and uploaded my first serious attemt at making a WWV (Workshop Worthy Vessel). Behold, Grasshoper Type 1 and 2: Blueprint Blueprint
Busy, busy, busy. The builds I submitted for the challenge have been uploaded. All of my BA's in the workshop have been adjusted & uploaded for version 11. I got tired of searching for RCS units, so I used these commands to replace all of them in my builds. HV - ReplaceBlocks xxx RCSBlockGV TrussCube SV - ReplaceBlocks xxx RCSBlockSV TrussCube I had issues replacing the RCS in a CV with a truss block, so I said "to heck with it" and replaced it with the small deco tank. CV RCS T1 - ReplaceBlocks xxx RCSBlockMS Tank2 CV RCS T2 - ReplaceBlocks xxx RCSBlockMS_T2 Tank2 So all the RCS units have been stripped from my builds, time to flight-test and tweak before re-uploading. I think I am going to start with my oldest builds and work my way back.
Used Polaris toilet today. Didn't wash my hands at the sink though they don't like that your loose Rep......
Since I started with A11 I could not make time to actual test some theories or anything else as Real Life and my Job in particular keeps me away from EGS. Hopping into the game for only 1 or 2 hours does achieve nothing...*sigh*
Don't worry @Germanicus , no ones gonna steal your stuffs... <> Due to the very low CPU cost I swapped out 2 Miniguns for a couple BA Flak Turrets... wowsa! Death to Drones! Been ages since I tried these as, back then, they really weren't much better than Cannons. Now? Just the 2 did most of the work against a 3 drone wave, 2e lvl3 rocket & 1e lvl3 minigun, the last one managed to close enough for the BA Minigun turrets next to the Flaks to get a few shots off. Quite different than losing a Minigun any time a wave came in on a 45 degree vector. The drones only landed a couple rocket hits.
Drones have typically stayed away from planets, preferring to stay in the 0g of open space or the low gravity of small moons. However, drones can be found on a handful of particularly resource rich planets, mining out resources to feed the drone swarm.
I am having trouble painting with my drone... I believe it is reported though... But a thing that has been annoying me is ... Whenever i do launch my drone, it does not stay in the connected toolbar, and i have to switch it back every time... Well ... Got a nice base going -After getting rid of the hundred alien bugs i have started an SV too ... But im having trouble getting it in the air with cargo ... Working on it though ...
These drones are getting out of control! First they fire normal lasers: Then they upgrade to larger lasers: Then they go all super laser! (funny bug)