What did you do in Empyrion today?

Discussion in 'General Discussion' started by Slam Jones, Oct 17, 2015.

  1. Ephoie

    Ephoie Captain

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    #subbed #+1
     
    #20401
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  2. Ephoie

    Ephoie Captain

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    Thats going to be in game!
     
    #20402
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  3. jadefalcon

    jadefalcon Captain

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    anyone want to start a quaratine co-op game?
     
    #20403
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  4. Germanicus

    Germanicus Rear Admiral

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    Well...driving over a lake and approaching a small piece of land my HV flipped over by the Nose as if hitting an Object...

    Cold-200321-1557_2020-03-29_18-53-30.png

    Nothing worked whatever I tried :(:mad: soooo...
    Console Destroy...:rolleyes:
     
    #20404
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  5. Ephoie

    Ephoie Captain

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    Came across this today, on the Stars Passed Server.....
    upload_2020-3-29_13-29-58.png
     
    #20405
  6. Ephoie

    Ephoie Captain

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    Come join us on the Stars Passed Server!
     
    #20406
  7. zertali

    zertali Captain

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    Been working on OUTPOST 5 a bit this weekend. (aka The Lunchbox)

    WIP / Rough Draft at this point (but functional).

    Mostly trying out a few construction ideas. E.g. the inner living space is mostly isolated from the outer shell of the building other than supports for the floors. Not sure how much of this will make it into the final design, so I have posted to the workshop for others to toy with if they feel so inclined. Would suggest spawning it in a creative game to toy with it, its not quite polished enough for survival at this time. Think of it as more of a functional design prototype rather than a usable asset at this time.

    Available on the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2040209941

    upload_2020-3-29_11-59-58.png

    upload_2020-3-29_12-1-9.png

    upload_2020-3-29_12-1-28.png

    upload_2020-3-29_12-2-28.png

    upload_2020-3-29_12-2-35.png
     
    #20407
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  8. Ephoie

    Ephoie Captain

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    #20408
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  9. jadefalcon

    jadefalcon Captain

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    joined. on starter platen Wirtam
     
    #20409
    Last edited: Mar 29, 2020
  10. Ephoie

    Ephoie Captain

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    #20410
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  11. dpburke2

    dpburke2 Captain

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    Today I am doing something a bit new for me. I have often planned upgrades into my builds. Not always. Just frequently. However, those were almost always built at the final target. I might toss in the upgrade part to make sure I left the right space, but I was still building the BP for that entry level I had in mind, just pulled out the extra bits before saving the final project. It might not seem that different, but today, instead of building a tier 1 vessel with tier 2 upgrades planned. Today I built a tier 2 vessel that I will strip down to tier 1. Sort of backwards to my usual approach. It was weird to look at the vessel and say, "Okay, now that I know what it will be, it is ready for me to start figuring out what it start as."

    NewGame_0_2020-03-29_14-31-25.png

    My goal was to make sure that the completed vessel had enough thrust to lift a full cargo hold in 2.0 gravity. So I am using a 2.0 gravity world in creative. I will verify the numbers above before proceeding. Considering how I estimate cargo mass at filling all available space with promethium, I think this CV will be able to lift a full hold. My estimate is that even filling the ammo container and fridge with promethium would bring the cargo holds to around 1.6 kilotons, maybe a little less. I haven't run the exact figures and just realized that I forgot to account for the promethium tank.

    NewGame_0_2020-03-29_14-31-43.png

    I have a feeling the interior is going to look really, really empty when I strip it down to tier 1. That will be part of the challenge. Leaving it ready for upgrade and yet finding a somewhat pleasing way to handle the empty space.

    As for the signal in the control panel, well, I did the same thing on the Gunwing CV. Since you enter right by the door to engineering, I put the door on a switch so it would not automatically open every time you got close. The door isn't locked. Just tricked into no longer being automatic.

    [edit]

    Ironically, this "no warp" CV was built with warp option included. There was enough space and it cost more CPU than shield and gravity generator combined--the intended combo for the space.
     
    #20411
    Last edited: Mar 29, 2020
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  12. Khazul

    Khazul Rear Admiral

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    ^

    I can never make up my mind about including signal control in a down level build where not everything that needs to be controlled is included as I don't know how many people even understand this or care etc. I often wonder if there is a similar thing with upgrades too. - ie people not understanding other than the most basic.

    Its a nice thing about end game designs as everything that can be done is already done, so you can do all this.

    I get the feeling that the main consumers of the workshop are newcomers who definitely wont understand any of this, or other builders looking over interesting stuff for inspiration etc. Of course there some folks who just are not builders, but then I wonder how long such people last in this game before looting basically the same bases in the same way over and over gets old.
    I tend to design with two things in mind (in addition to function etc):
    1. A starting point in the game resources wise at which it should be initially buildable (this will determine size, resource amounts and types and hence tier).
    2. A lifetime - at what level am I likely to want to move on to something else and how does this help me get there, this dictates the upgraded state of the design.

    And yes - I can end up with ship that look empty to start with. OTOH I have seen the cool looking results of people wanting to make that start state cooler looking, but not realising they have lost the future function and upgradability instead.

    Unless we get some kind of progressive blueprint system (where you can have an initial build and a few upgrade stages in the one blueprint, where you can use the factory to progress the upgrade stages after the initial build), then I think for many of us, our most practical and useful designs that we use most in our own games will probably end up at least partially private or awkwardly split over multiple workshop submissions with consumer never really understanding the underlying purpose and design because they will never 'live it'.
     
    #20412
  13. Khazul

    Khazul Rear Admiral

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    I have been down this route and got somewhat screwed by the way structural integrity currently works. All I wanted to do was follow some of the current suspended floor type modern building practices, but no - apparently with the fancy future building materials such will not be possible.

    So for now, I guess we havnt advanced any maybe even gone backwards relative to the ancient egyptians.

    You design looks great though :)
     
    #20413
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  14. Fractalite

    Fractalite Rear Admiral

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    Zertali you are so good. Is that a POI or, if it is not, can I make it into one? Are you going to make a faction?

    So you keep inspiring me to use that... mod? Script? But I would only want it for space not for planet-side and even then, only certain space playfields.

    You should post a something about the Star-passed server in the Multiplayer Meeting Room Area here on the forums. I might be tempted to Join @jadefalcon and watch him build some of his epic stuff. Just not sure about the server.... Last time I tried co-op it blew up in my face due to miscommunications.
     
    #20414
    Last edited: Mar 30, 2020
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  15. Ephoie

    Ephoie Captain

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    #20415
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  16. zertali

    zertali Captain

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    No plans (or time) to make a faction or anything really too intricate these days. Sticking to smaller builds for the moment.

    No plans to make this a POI either. If you want to customize/finish a version for use as a POI, go for it. I do not mind at all. It would definitely need some polishing and tweaking first. Especially the interior on the main building; I have not really decided on a formal layout and kind of just threw some stuff in just as a way to see how I could potentially arrange things.
     
    #20416
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  17. Wellingtoon

    Wellingtoon Commander

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    Today I carried on mucking about in @ravien_ff's scenario. Lovely stuff, with plenty of new things to keep me going , regardless of how irritating the flight model is.

    I started using the prefab Polaris Scout, which is neat as far as it goes (small to match my CVs as I search for more gold). But it flies very strangely as the centre (i.e. where the HUD marker appears , and where the model seems to rotate about) is 20m below the actual vessel. I know many people have encountered and resolved this issue, but I can't find the solution anywhere. Can someone please point me in the right direction?
    upload_2020-3-30_17-2-54.png
     
    #20417
  18. ravien_ff

    ravien_ff Rear Admiral

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    You should be able to do it in creative mode like this:


    There's also a console command that might be needed. Either way, you'll have to cheat yourself in a new copy of that prefab.
    I'll take a look at the prefab and see if I can submit a fixed copy to the devs.

    Enjoy the scenario! :D
     
    #20418
  19. ravien_ff

    ravien_ff Rear Admiral

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    Here's how to fix it:

    Save a new copy of the blueprint.
    Go into creative mode.
    Type the following console command:
    prefabinfo 'name of blueprint' -clearpivot (put in the name that you saved the blueprint as)
    Spawn the blueprint again and resave it.

    Go to your empyrion - galactic survival/content/prefabs folder, and delete the copy of the blueprint file that the game placed in there (you don't need it).
    Now you can spawn that blueprint into survival mode and it should work as expected.
     
    #20419
  20. Wellingtoon

    Wellingtoon Commander

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