@zertali nice Design. Looking forward to the finished Version. Btw., the Turret disabling was lesser a "nerf" than a prevention of an Exploit (PvP).
I've not been noticed of any new posts since I posted a rant on the forums. Is it likely I've been moderated ? Still loving what you guys do
As long as you are keeping your 'rant' civilized, keeeping your critics constructive and do not attack the Devs for what they doing you're not get moderated.
Not today i... For a beaten week we have been playing with friends in "V" and for now I don’t want to come back ... the EGS family is certainly good, but I fundamentally disagree with the fact that nothing is being done in terms of the engineering component, on the weekend I will probably rest in creativity over the aircraft carrier ...
Today I published the Barracuda, constructive feedback is welcome and I will work on a "starter" version of the ship if the community requests it. (It's no longer a "little fish" and I figured the barracuda's length fit the build better.)
We have to wait until they officially come back from their summer break, so we can't say they're doing nothing (on engineering part) until we see the next release/ patch notes... unless I misunderstood you ?
Of course I subscribed and will build it no matter what. That's a beauty right there, sir. Now if you don't mind a constructive criticism please add more images showing the interior. And the cost if you may.
Some progress this evening,... Mostly tweaking the exterior shell and trying out a few colors / textures.
Played on my dedicated server for a bit with my nephew. He mentioned that he wanted lighted deco on the plain pad to assist in landing his CV. When I realized that the work area was outside the wireless range of my nearest parts production, I suddenly was grateful that my nearest production facility was actually a CV serving as a base module. Told my nephew, "Hope you are not on the Fabricate. Turning on thrusters and moving the vessel." A short flight and wireless range wasn't an issue at all. Grateful that the CV was designed with stairs to the lower doors, so it functioned nicely separate of the BA. Of course, once I was done, a short flight and it was parked in the BA again. That way it was behind some BA turrets for protection. And tonight the encampment grew by one Large Rest BA. Some things seem big only because of context. The Star Song CV seemed big compared to everything I had spawned in already, but when I tossed down the new pad, the Star Song looked small when I parked it in the center for repairs. The Star Song is parked on the far side of the new large pad in the picture above. I moved one of the base defense towers tonight (multi-tool and plugged the parts into the factory to spawn a new copy) to clear space for the new pad and move the defensive line out to accommodate the change. However, this expansion of base camp does introduce some new gaps and I am using the Star Song and Nightjar CVs to fill in the gaps until I can bring in a couple more defensive towers.
Today my brother and I worked on some of our survival blueprints. Here's a small end game space station we're almost done designing: I also did a quick test of the new playfield dialog variable and found out it works as I thought it did, which will open up some pretty cool possibilities...
hunted some bugs down. Autominer do wired things in latest patch, can't extract prometium. Resource nodes moved around some meters. Can't spawn a SV. have to first spawn a Base and than a SV. Real fun today
You may want to have a look into your game start settings - if it is a SP-Game - there is a Spawn Setting that changes between 'needing a Base' to spawn a Vessel and 'no need'.
Apologies for the late reply. I have long been a fan of fly-through hangars, they appear frequently in my builds. I look forward to seeing your finished build. The Osanshouo has been bugging me since I released it, but it was a challenge build that had to fit through a 13x7 hangar door. So my available space was limited.
I almost completely redesigned the Haemolymph to fit that challenge, but doing so was going to require side entrance and exit instead of what I really wanted. Even had an initial draft drawn up, but in the end decided not to make that CV. Choosing instead to keep the CV hangar running the depth of the vessel like the very first pre-alpha 11 drafts of what I intended for the Haemolymph. https://steamcommunity.com/sharedfiles/filedetails/?id=1879837583 Made a video tour and showing some of the upgrades. In making the video, I discovered a concerning hotspot, so this is how I fixed it. I didn't really want to lose the window, so I made it a double paned window of sorts to keep the player out of danger of roasting while still giving a view. Note: the video was still processing when creating this post, but should be public as soon as that finishes.
Been a while since I've checked in here, but here's my latest: The Stalwart class Hauler. With a capacity of 6246, this heavy HV makes sweeping the landscape of trees, wreckage, ores, slow-moving creatures, or pretty much anything a comfortable breeze. The rear section includes seating for four, a mobile constructor, and medical console, with room for further customization. External cargo boxes are a convenient place to store auto-miners, extra fuel, motorbikes, or whatever extras you might need. Six large hoverpads heft this behemoth over water or uneven terrain, 4x4x4x4 small thrusters and a pair of RCS deliver low-cost, high-efficiency thrust in all directions. With an unlock level of 15, and a size class of 1, the Stalwart is great early game option for both resource gathering and mobility. The air-tight, oxygenated rear cabin makes the Stalwart suitable for use as a mobile base, while construction of a more permanent structure is underway.