Heheh Didn't know that... but I still think my last Post can fly considering ya have all your Fuel Tanks all tightly packed together, so the boom of one Fuel Tank will be the boom of them all. XD FYI I think Fuel Tanks make the biggest strongest boom of all Devices.
What with all those thrusters I figured it was stationary JK Regardless, he is right in that one good shot hitting a fuel tank will start a chain explosion, and if all your fuel tanks are tightly packed together, they will all explode. My fix is usually to spread them out, or, if that's not possible, but a layer of solid blocks between em, so the blast would mostly get absorbed by that, (hopefully) preventing the whole thing going up at once. One of my old designs was actually much MUCH tougher to kill than I thought, simply because I had the Fuel Tanks split at least 3 blocks apart. Even if one got hit, the other would survive and still provide power. Naturally, you can do as you will, but that's my 2 cents on the matter Edit: Check out from 2:15 onwards... my poor Mantis takes a HECK of a beating, and yet I manage to escape, with ship mostly intact (well... flyable at least), but with my pride more or less destroyed Not sure if it's been fixed, but you'll notice a lot of lag between hits striking my ship, and the blocks actually getting destroyed... plus when the blocks get destroyed it would reduce my velocity instantly to 0m/s... not so great if you're being chased lol
I've found through experimentation that 1 Block Thick of Combat Steel fully shields what's behind it from Fuel Tank Explosion if the Combat Steel Block itself isn't already heavily damaged first, so a Wall of Fuel Tanks with 1 Block Thick Wall of Combat Steel between each Fuel Tank seems to be adequate protection. I was using this in my Dragon Transport Rebuild before what happened happened... Also had a Thin Hull Wall in front of the Fuel Tank Wall Sections & in front of the Fuel Tanks, 1x1 Section Shutter Doors placed to open towards those Thin Wall Hull pieces... one of my fav parts of my Transport that seemed to be totally working. Totally gonna do it again.
Progress is good on my NASA warp ship concept replica. Since this is intended to be a "not too distant future" concept, I was debating what to do with the gravity generator. If the view didn't flip out every time one bumps a wall , I'd seriously consider not including a gravity generator at all. But since that is an issue... We're all used to the Hollywood / ocean ship layout: bow= facing forward. But maybe this ship is such an early design that it would still be laid out somewhat more like a rocket, gravity in line with the main engine's thrust axis, I.e. bow=up. The cockpit seating would have crew 'sitting' on their back the way astronauts in modern rockets launch.
Hi guys, got a new challenge for you today… Back up your yaml file in the folder Desert in here: C:\Program Files (x86)\Steam\steamapps\common\Empyrion - Galactic Survival\Content\Playfields\Desert\ And replace it with the one I post here under and then start a new game in Omicron in hard mode….. And have fun….. You can find more info here: Share your Planets
So, while assessing the momumental task of filling up all 7 decks of the Ogre-Class Cruiser, our top RGC scientists (myself + a few beers) came up with an innovative solution. Using our impressive bit-scan-and-map technology (me walking around with a paint gun) we were able to map the interior spaces of the Ogre with minimal errors. Now, we can proceed to map out what to build in those spaces. We (I) have also decided to attempt a new approach regaring rooms: pre-design rooms, and fit/adjust them into the spaces available. For example, my T1 Crew Quarters consist of a room with a bed, desk, and container per crewman (yes they get their own room). Since the interior of these rooms are 2x2, I can stack several together with a hall between them as a dormitory sorta place. And since they are small enough, I can add or remove rooms to help them fit into the appropriate areas. Plus, since all quarters (T1 thru T3) are only 2 blocks high, and the decks of the Ogre are 5 high, I can double-stack them in the same dorm area. In case you want to better grasp the scale of the Ogre, here's a handy guide for all the types of rooms I want to have aboard it (there will undoubtedly be more added to the list before the ship is done). Keep in mind most of these rooms will have duplicates elsewhere in the ship (especially quarters which will be repeated frequently). Spoiler OGRE SHIP SECTIONS (Basic) - Hangar Bay 1 (Fighter Squad Storage/Maintenance) - Hangar Bay 2 (Visitor/other) - Crew Quarters (Tier 1 - Houses 1) - - Tiny: contains bed, desk, container, communal restrooms - Crew Quarters (Tier 2 - Houses 1) - - Small: contains bed, desk, TV, container, communal restrooms - Crew Quarters (Tier 3 - Houses 1) - - Mid: contains bed, desk, TV, container, private restrooms - Officer Quarters (Houses 1) - - Mid-Large: single bed, desk, TV, bookshelf, container, private restroom - Captains Quarters (Houses 1) - - Large: bed, desk, TV, bookshelf, couch, table, container, private restroom - Communal Restrooms - - Located near Tier 1 and 2 Crew Quarters - Mess Hall - Assembly Hall - Conference Rooms - - Tier 1 (table, plant) - - Tier 2 (couch, desk, plant) - - Tier 3 (table, couch, desk, plants) - Manufacturing 1 (Blocks and components) - Manufacturing 2 (Ammo and tools) - Manufacturing 3 (Fuel Supply) - Bulk Raw Storage (Ores, water, etc) - Hydroponics (crops and grow lights) - Crop processing 1 (Food processors) - Crop processing 2 (Constructors for plastic, etc) - Bulk Food Storage - Warp Core Room - Pentaxid Processing/Storage - Ammo Bank 1 - Ammo Bank 2 - Ammo Bank 3 - Ammo Bank 4 - Engineering 1 (locations of these removed to maintain some security ) - Engineering 2 - Engineering 3 - Engineering 4 - Observation Deck (somewhat protected, good view) - Battle Bridge 1 (well protected) - Battle Bridge 2 (well protected) - Turret Bridge 1 (crewman consoles for Turret control) - Turret Bridge 2 (crewman consoles for Turret control) - Medical (Medic Chambers, Clone Chambers) - Life Support (O2 Tanks, Emergency Generator/Fuel) - Ship General Store (Rations, Ammo, Weapons, Fuel, etc) - General Storage Room I think I've got a lot of work ahead of me...
Hehe thanks Hopefully it should last through the end of the project, but I am not looking forward to the many many hours of texturing and painting
*Wonders if you'll get this done just before the Next Major Update & if that Update will Obsolete this Build...* For the Topic: Still plotting & scheming how to go about this 3rd try at a next SV Build, which is gonna be my first Butt Parking Build, especially when the new Butt Parking Power necessitated me building the Ship's Butt first & foremost so i'm using this as an excuse to try out a new Mad Empyrion Science Experiment of building the SV from Back to Front instead of my usual other way around. Also sick & tired of having Size & Space problems so i'm sacrificing some armoring around my non-Fuel Tank Devices to tighten up their portability in the Design (aka i'm Armoring their Cardinal Directions but not their Diagonal Directions...) cause trying to armor around the Devices in my SVs as hard as I do in my CVs is costing too much Bulk & is just plain not working. It would figure if it turns out Device Explosions DO hit diagonal Blocks in addition to their Side Blocks & this Design ends up failing... ... I just suddenly got tempted to test this in my Dummy Survival Game & directly find out about this before I proceed in the Build further...
The glass box is not a serious build, if I ever go multiplayer it will most likely be in one of my HPOD's.
Besides, it's not THAT ugly. Maybe there is enough of an internal structure to keep the lag down, then again, probably not.
I'm honestly unsure if Internal Structure even matters. I think the lag inducement from Glass last I heard was from all the Reflections from it that have to be Calculated, & I don't think there's anything ya can do with Glass that does not have the Reflections it causes that have to be calculated...
My day in empyrion is best summed up here: http://empyriononline.com/threads/alpha-3-4-2-bug-fixes-part-iii.7560/page-2#post-70475
I hear ya. Currently texturing and painting my CV and it's taking foreeeeeever(partly because I can't decide exactly what I want to do with it yet). I did get the outside painted though.