Nice, I was trying to have to clear only 1 square for it though. I'm not sure how I would implement that on the companion CV, the forward bridge is small and I do not want to block the hanger doors. Maybe clear a space between the two hanger bays.... Hmmmm....
Last night we worked more on my wife's cv. It's a very different ship than I build. Kind of fun to go outside the box for it but I still like the sleek, finished look for my builds personally with lots of large open spaces like inner cathedrals in it's interior. I never liked the cobbled together looking ships. Hers isn't that either but it is defiantly alien feeling.
I began work on a new vessel (Project Abrams), this time its going to be aimed more as a Deadly war machine, but not as large or hopefully laggy as Project Jericho is.
If I ever hear you say that about my wife again, I'll hunt you down and beat the living tar out of...oh... you meant the ship. Never mind. I'll do that once it's a little more finished, we only get to work on it for about an hour a day lately.
Berthing of the base is laid out. Realized the err of my ways and trashed all my spawned ore (head held down in shame) and am headed mining to continue the build. Really do wish asteroids were bigger, but not really that bad. Best thing about the game is that I am seeing very little performance hit for having a large base and 6 capital vessels. Love this game.
I built my first CV in 6.0.1 0923. It's loosely modelled on the Titan Wreck centre section, though scaled up quite substantially. Well, the Centre section is the main Hangar Bay, I have other sections for CNC, Engineering, Crafting etc. It's quite large for me. Anyway, after much work I did an O2 pressure test for the first time on this complex beast. Worked perfectly first time, no leaks. Yay. Ship is currently unarmed, but has all home-away-from-home facilities. It's going to be desperately fuel-hungry though, I suspect the current ten Fuel Tanks aren't going to get it into orbit lol. Quite pleased with this ship, it's not a patch visually on the designs by...well, basically EVERYONE else, but I like it. I appear to be unable to bring myself to add deco - I only add stuff that serves a purpose, but that might change this time. I may even colour and texture it, I usually just fly grey blobs lol. Scoob.
Did some durability testing for my Corvette. I was using it as a target practice ship for the space station turrets. It seems I was hit by a "lagshot" again. Room in the nose where my gravity generator used to be. Destroyed, inside a sealed room. This sucks. And my Warp Core gone too... ... but atleast for that I found a reason. It can take a beating - taken into consideration its rather small CV (no room for extra walls/blocks except the very nose) and its 'only' made from hardened steel, not combat steel. As long as you keep your nose to the enemy, you're doing ok. About the 'lagshots' I think I've read you might want to use blocks with angles, not full blocks against them, they might have better change at stopping incoming shots. Any merit to that?
Since 6.0.1 launch I have been working on new CV builds. Tweaking my construction methods. I have wanted to build multi layer hull designs for some time so I decided to go for it and have started creating a beast of massive size. The thing is just getting away on me at this point, I have a little over half the hull constructed in triple layer combat steel. I have left a one block gap between each layer. Some of the areas have only two layers but are a bit thicker simply because trying to lay in all the curves and angles in theee layers has become very difficult. In these areas I have beefed up with an interior wall here and there and won't be putting anything crucial in the voids. Six landing bays so far and I am torn as to if it's worth having a hover vehicle bay at all as this ship will probably be the largest I have ever built. I love the new method of fueling so I will be placing many fuel tanks in cases in combat steel throughout the interior sections and then leaving one small tank as a filling port Using only XL thrusters and the medium ones (red and blues) as I just can't understand using anything smaller on a massive ship it only drives up device counts Really looking forward to having the hull finished and doing some in atmosphere testing and flight checks tonight. Then over the next few nights I hope to outfit the O2 and power generation aspects. Lights are going to be all controlled on triggers. No more wasting power lighting an empty room 6.0 has just guaranteed I will be putting another 800 hrs into this game Oh and I will post pics when I get more done
@Fluffy, i redesigned the pad for one square... Don't look at my pad, i made it bigger than needed, you only need 3x3... I also have another idea for you... Make it permanent... This is how you put HV turrets on a CV without docking... 1 L block gap is filled with 4x4x4 S blocks... Then it extends 1x4 on both sides... Then the slopes around the extentions and over the surrounding L blocks, so it doesn't move in and out... Balance this!
Sounds great! It'll be interesting to see people's 6.0 builds. After building rather large one (that I have to convert to 6.0 once its out) - I've been tinkering around with a small CV. Can't say its smallest I've ever made as its not even close. But I guess its "survival-sized" CV - which I haven't made many yet. This is the first combat oriented CV too, been interesting to make it combat durable while trying to fit everything in a rather compact size - with all the heat and oxygen stuff thrown into the mix. Probably so - but there's always the thing if you wan't to go for a certain looks that massive engines don't fit into. .... good! Somebody is listening to me
I took the plunge and shifted to 6.0E. It was a good idea. Now I know that my CV will hold air, after I cover the repair bay. The interface is 'meh', but mainly because I want the quick bars back on the left side (pretty trivial, I know). The air and fuel system changes are fabulous! I look forward to starting survival solo game and really getting to see what Eleon is up to. I'm pretty excited.
I put in a few angles because the shape is somewhat unorthodox and it's tough to see what's going on from one or two pics. Remember the shape is all that is done so far, the textures will be another layer to be added.
If it's flying like the pilot's drunk, then quite possibly Yes, really must get some uploaded, my broadband's been particularly rubbish of late though. I actually just enquired about the new fibre that's bee rolled out (finally) up to the village...estimated speed? As low as two megabits per second, slower than my ADSL on a good day *sigh* Scoob.
Started selling off all our pvp ships to the junkyard man for some creds in preparation for 6.0 wipe: Gonna be several million richer at least
Prototypes have passed initial testings and the first finished versions of: POLARIS SPACE INDUSTRIES SENTINEL corvette and POLARIS SPACE INDUSTRIES SENTINEL HUNTER/KILLER interdictor ...are ready to begin extensive field testings before release to public audience (with the release of public 6.0). POLARIS SPACE INDUSTRIES SENTINEL corvette (in the foreground) Sentinel class corvette meets the demands of Polaris Mining Company to have a vessel that keeps its mining assets safe against the increased threat of Alien patrol vessels. Especially on planets. With all its weapons having the ability to shoot in atmosphere - Sentinel is always 100% capable no matter where they operate. Sentinel is usually the first one in and last one out when securing landing zones on hostile planets. Its armed with six minigun turrets, six cannon turrets and eight sentry guns. Powerful thrusters and hardened steel construction means that Sentinel is a great mix of combat durability, speed and maneuverability. Sentinel can engage in prolonged combats on planets, with its operational flytime being with full combat power around 35 minutes (on Omicron, level flight full thrusters ahead, all systems on) . With cruise settings patrol time can easily be extended to around 80 minutes. - - - - - - - - - - - - - - - - - - - - - - - - POLARIS SPACE INDUSTRIES SENTINEL HUNTER/KILLER interdictor (in the background) Sentinel Hunter/Killer is the agressive variant of the Sentinel chassis specifically done for interdiction missions in space. It shares much of the original ship - for example 100% on the inside layout - main differences being change in weaponry and additional protection. Its still very lightweight and aggressive ship - but with four direct fire rocket launchers and three missile launcher turrets it can deal a devastating punch against any foe. Seek & destroy type missions being its speciality, Sentinel Hunter/Killer can outmaneuver most enemy vessels and deal a devastating blow where it matters the most. To protect its vital parts - Sentinel chassis only being heavily armoured on the bow - Hunter/Killer variant has additional reactive side protecting armour plates to increase survivability against enemy fire when breaking through. Close defense consists of four minigun turrets. - - - - - - - - - - - - - - - - - - - - - - - - Both Sentinel share the same basics - they have most commodities a combat mission would require: constructor, repair station, food processing, fridge and cargo storage, armour station, medical stations - and your basic shower & toilet facilities. Apart from the bow section, Sentinels are oxygenated - with each of its three levels being a separate section so one hullbreach won't bring down the pressure in the whole ship. Entrance is via the small HV hangar on the back. Outside landing pad for SV just behind the bridge. They also have gravity and are fitted with Warp Drives. Only commodity that Sentinels lack - that a civilian ship might have - is growing plots. Sentinels are planned to be using a resupply ships to stock up their resources during longer scenarios in hostile space. Sentinels compliment each other perfectly - basic variant being excellent support and protective ship, tying the enemy into combat while the Hunter/Killer slips into position to strike. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - U-boats were the primary source for inspiration for these, especially for the Hunter/Killer variant. While did not want to literally make a submarine in space - but rather something in that vein that would carry out similar missions. Sorry for the wall of text, good for you if you managed to read this far
Completed my latest hull and got the thrust set up proper for a ship of her size. Managed to get an engine room providing enough power plus a good cushion in the event a shot manages to get that deep into the ship to take down a generator. Got the internal control room set up, I went with a third person only flight configuration on this one as all the talk about windows got me thinking they are kinda passé. Did a few In atmo tests and she will land and take off, decent fuel storage although I may add more. And plenty of O2 storage. Next steps are to flesh out the inside with respect to facilities and crew quarters etc. Also need to add weapons and make a decision on the hover vehicle bay, still not sure if I want one or not but I think I probably will have to add it in if just for mining HVs