After 2 hours, 51 minutes, 51 seconds, I completed my little video capture endeavour. There was only one retake this time, because I realized about 20 minutes in that I'd made a fairly reasonable mistake. But wanting this to be just right, well, no biggie. Next comes the actually hard part - adding some narration and putting these clips together into something I hope at least someone will find helpful. Stay tuned - there will be a part two of this when I get that far.
Just out of curiosity, have you tried to recreate this with Auto Brake turned off? I bet you can lithobrake that ship pretty impressively.
Cleared the Radar and Xenu Mainframe yesterday. Got stuck on top of the mainframe with no way down since the teleporter down broke. Fortunately, I keep a T1 portable SV in the factory for occasions like this. So I spawned it on the roof and flew my way back to the Raider I left at the Radar on the ground. Docked it to the roof and drove home like this: Today though... Found a bug that resulted in an insane situation that won't reach experimental. Let's just say that if your roll torque is buggedly increased from 70 deg/s to 2,179,383 deg/s and you were to touch the roll button once, you will have a bad time.
You've discovered the Vomitron! Had that happen once, back in a10.x - forget which sub-version. Removed and replaced RCS and it was good.
Did a little more re-entry testing. Built a minimalistic 'Crash Test Dummy' CV. Surface area between it and the 'carrier' I'd used before did show that, apparently, Drag factored in to the first test where ship was over-loaded yet came to a full hover. So looks like the Drag "force" doesn't have a sanity check applied to it at the edge case of an overloaded ship. No biggy, just something to bear in mind if anyone bothers to try and map the equation. Anyway, using the Crash Test Dummy (CTD) ship, on re-entry with it slightly less the 'full' (the loaded stats pic below) if I gave it some gas, like I was doing a normal re-entry just holding down the peddle for a second or two, getting it's descent to mid 20s m/s, it took ~800 meters to scrub all the speed. Much much sooner than the 127 kN available accel could have done alone against a 1,700 ton mass. So Drag is having quite an effect, but no where near as much as it did on the Carrier CV. So Surface Area is multiplying Drag, as it should. Also did some overload tests. The small aero Drag of the CTD ship meant even a few tons over and it couldn't stop before ground impact. Couldn't get anything fun to happen even with 200 ton overload, just came down faster and stopped on the ground. So without impact damage if you need to get things down to a planet, just throw it overboard, heh. Really though all you need is enough SUs to hold whatever, and bare minimum thrust to move into the planet playfield, then let gravity do it's thing. Will be real easy once some sort of link is added so a planet side marker can be reflected in the space playfield. Comparing size of the two ships Haven't tested with Auto Brake off. Guess aero Drag would/could be the only thing slowing you at that point...? "lithobraking" heh guess even NASA has a sense of humor Yeah, no air bags required even, all ships will find the ground and come to a complete stop, at some point, then you can exit the cabin. (will say it's disappointing compared to SE though) Pic showing Carriers hanger bay with the two small starters I built for this playthrough. The long 'legs' on the SV are due to having thin belly armor.. man I wish there were a way for 'docking contact' to not get hosed by same height/level thin armor
I did send the email with the log file attached when it happened... My itty-bitty emergency SV is a little smaller...
The HV on the left looks very much like one of my first HVs: I guess great minds.....you know. You may recall the old "armor plate" used to protect the spotlights and adjacent Gatling guns. The minigun turrets used to be the ones that looked like they came off a Huey chopper (I miss those ). Didn't have the harvester back then.
Curious if others have had 'issues' with really small ships turning. Either almost none, or add an RCS or thrusters and it's too much. I'd made a '1 small thruster in each direction' crash test dummy CV first, but couldn't get much turning due to very compact size. Added an RCS and it was really twitchy, almost unusable. So I built a version-2 with 2 thrusters in each direction except down. That resulted in a quite twitchy empty ship (numbers in it's 'empty' pic are off for some reason, maybe since it's docked to the other CV?), and it doesn't have an RCS. That little 'bug' SV in last pic had same thing, so it grew to include 2ea thrusters except for descent. And it's also more responsive than I'd like. For that matter the CV Carrier in pics has an RCS in it since it only has 1 small thruster in each direction. Only managed something like 6 deg/s Yaw with the thrusters in best possible location. Adding the RCS is too much; would prefer about half the turn rates. @Track Driver , yeah! I remember that 'Armor Plate'... wasn't that back when we couldn't texture blocks..? Good looking ship there Thankfully I don't have any of my early builds; they were really ugly, of that I'm sure! While I do like the look of the little HV I made, main reason for it's 'V' shape started out due to poor Yaw rate, pushing out another block allowed the forward & side thrusters to provide a lot more turning torque. Then realized it made top deck wide enough for side-by-side turrets where I'd only planned on having one behind the forward turret. Worked out to a suprisingly well balanced & nimble ship. And though I'm not building to CPU, if the Constructor were removed it's just under the 5k cap.
No work so far on the CV. Just collecting Truster from the CVs on the nearby Moon and some Ore. Took the opportunity to further fit out the SV Arenea (W). It now sports a Warp Drive, Changed also the Truster from S to Jet S...had a ton looted on the Dead Planet from crashed small Vessels. Finished Texturing and also replaced 4 of its Container against a CC to be able to carry a small amount of Stuff besides what the HV can take. Lifted the 164to Large Truster from the Moon besides the 40to of Ore inside the HV CC - lift off weight 230to. Still a lvl 10 Starter/ Carrier SV.
I think it looks great, but I can't be sure. Could you maybe put a flash in the camera to take some more pics?
I does NOT look better with light switched on...Arenea -> Latin for Spider - like to be in the Dark. But as my Space Dock is flooded by Sun Light...
I still have that one because it's 1 of 2 BPs I have in the Workshop. I put it there so a Dev could look at it when I was having trouble with it. That was almost 4 years ago and I don't remember the problem or the solution. Yeah, no textures, no doors for SV/HV, no separate blocks for CV/BA and SV/HV. A lot changes over the years, mostly good, but a few I could (and will) do without. Regarding steering, I've noticed it more since A11. My HVs have been very twitchy. I disabled RCS then Pitch & Roll become crap. Other than trial and error, I have no clue to an answer. Perhaps there's a calculation available. Has anyone worked out the parameters of the RCS?
You're right...it doesn't look better. At laeat now I can SEE it doesn't look better. Old age and Diabetes have f#$*ed my eyes royally. Thanks (did I forget to mention that it doesn't look better?)
Finished off my new 'getting off the planet CV in both CPU & non-CPU forms! Really enjoying building, feel that slowly I am getting better! Quite proud of Starlight 2 I have also got my end-game CV all ready - just needs painting, decorating and the like before it is ready to spawn!
Updated some HVs with different equipment, MK2'd a Raider Technical with combat steel armor and a bigger gun. Still Tier 1, which is uneccessary considering it's got plasma turrets on it. And for a quick test to see if the impossible was possible... I took the FA-033A Super Dreadnought: Millenium. The largest ship i've ever built with a fully detailed interior, 200+ furnished and textured rooms, combat steel hull, steel inner hull, every weapon to the maximum weapon limit possible, shield generator, the works. This thing is so big it dwarfs the MS Titan and almost reaches the maximum dimensions possible in the game (480m long. Max is 500). And what I did with it was supposedly the "impossible"... Made it CPU CompliantThe armor is unchanged, the weapons are unchanged, the mobility is mostly-unchanged and it sits at 10.6m CPU. That's less than a 10% CPU penalty. Wouldn't even feel that penalty. I could lower it even further by readjusting the thruster locations to boost mobility and cut down on thrusters since all I did was downgrade the biggest unneccesary offenders. The changed thrusters are uglier for now, but I think I can make them look all nice and pretty. Maybe even upgrade them once I clean out the excess storage this thing has that's only there for visuals. It was powered by 4x T2 Generators, which i've seen in a lot of other big-ship designs. But they're completely ridiculous, just one of them can run this ship in atmosphere with 60% power output to spare. Might be better off giving up the ability to enter atmosphere for better mobility on all axis anyway. Of course, there's no way a ship like this would even be possible to build in survival, especially on a server since the class size is so massive and it causes so much lag, assuming you could find the materials to actually build it. It's also Tier 4, but what would you expect a tier 4 to look like?