The new ship is getting close to being released. I just need to arm it and add decorations. I am also trying to figure out what to name it, HPOD's usually have a marine theme when it comes to naming. Maybe Whale Shark or Sunfish? Not much different on the outside, added a few windows and replaced the hangar doors on the roof with larger ones. Sunlight from the upper deck is quite pretty. The forward section of the upper deck. The main hangar, the ship is so large that the standard lights were not cutting it, so I used spotlight cubes. The rear of the ship, there are two layers between the fuel tanks and the exterior hull. Cockpit, also showing the second deck. I used walkway blocks because of their low resource requirement, also because light shines through them and illuminates the base floor. ... and finally, one of the wings with their 5 3x3 grow plot grids.
I do like building large CV's. My main CV, well the one I've worked on for ages on and off, has a massive hangar bay and everything else I could need. I have the urge to make an even larger CV, just cos. My current CV on the other hand is compact compared to it, however it holds all I need. It has crafting areas, ore processing a farm and two hangars. One hangar dedicated to maintenance - so, I have the cargo boxes of HV/SV spares and ammo there, as well as the repair pad. The second hangar is a store room - here I can park craft I don't need for the time being, and I have extra cargo boxes for storage. One thing this new CV hasn't got the old one has is a "captains quarters" area - basically just decorative fluff lol - nor does it have a medical deck, which did come in useful from time-to-time. Scoob.
As I've recently learned, you should probably add some buffer between the fuel tanks, stacked as they are they'll chain react if one blows up. Luckily it's not like you're cramped for space We did a bit of research on the topic here if you're interested. Short version is: always have a layer of something (plain steel works) between stacks, and try not to stack them on the glowing sides.
Yesterday added little touches to the exterior of Wyvern, and *hopefully* got the basecoat spots I missed here and there. I took a few abstract shots of the exterior before moving inside the upper and lower hangar floors. I didn't want the wing-shaped section and its angles to get lost, and also needed a way to enhance the curved section between the neck and wing. I had pondered it a lot the previous night, even after I made myself stop and exit the game. I used some antennae and symbols. This is how the sides look in shadows. I wanted to work on some sections in the shadows first, for future screenshot purposes. (I have a lot of combat shots of Kivutar from the back and sides.) In the evening I took a break from the project to enjoy some multiplayer adventures with @Friendly Timo and @rainyday . We planned to do minor chores, raid a POI, and then go asteroid mining. I suggested the drone base should be our target because the drones are so persistent, and I wanted to see it again. @Friendly Timo and I raided it once before switching to the 6.0 experimental branch, and it was a very memorable adventure. I had a lot of fun in the drone base. I kept taking a few seconds to admire rooms and signs. There was a really amazing room I forgot to take a screenshot of, but it had many antennae and some dangers--I wont spoil it though. The base was also full of nice loot and supplies for my factory also. Unfortunately, I had to call it a night after the drone base. I thought we should salvage everything we could from the base because we didn't get to do the mining mission. It was very funny when I began using my drone to take blocks, deco, etc from the top of the building first. No matter how carefully I removed blocks, huge sections blew apart. lol I tried three times, with spectacular results! It's such a beautiful, fragile structure
Now I know Hummel and others have said modding may happen in this game at some point but this is a really good question. To what point will this game be able to be modded it. I have never read a clear answer to that. I think Hummel or someone with the devs should clear this topic up for once and for all. Honestly I hope this isn't the case because this will hold them back a little compared to games like Space Engineers where everything gets modded .
I think you may be right. Elon could just set up a system where all textures or modded blocks are submitted to them for approval before added to the game.
What I really want from the texturing tool is just more textures. Modding it would great but If they can just give us a lot more exterior and interior textures that will be enough for me. At least 4 to 5 more armor textures and a lot more interior textures for ships and bases. The texture gun still has a little of empty spaces where more textures can be added.
It's something pretty satisfying about flying a really large CV and taking out a a base in minutes and freighter in seconds. lol really enjoy that. Plus walking around the CV while you're hovering over a planet acting like you're getting ready to invade it.
I promised some pictures of my new build, so here are some progress pic's from last night and tonight. By no means is each section complete - but at least a good chunk is done so when I come back the texturing, painting and decorating isn't so scary! This is the rear thruster assembly, which kind of dictates the shape of the rest of the ship - along with a small rear hangar that will host 2-4 small SV fighters complete with first aid station (this is 1 of 3 hangars planned for this build). It also includes a small recreation & viewing room. The exterior is still a little smooth, I will introduce things as I go. My wife's words were "I'm not sold on the colours - I'll fix them later" and as my reply of "You're not going anywhere near this ship" was largely ignored, I am sure the colours will change soon.
The real question is how many bytes per face are devoted to color information. If there is only one byte devoted then 256 colors is the max.
Sweet looking CV! The design looks very much of a piece. In particular, the aft view is brilliant. My ships usually look like I just ran out of blocks.
Game already makes me stop constantly for a good screenshot opportunity - I wonder what it will be like after 7.0 hits... Those pesky spiders giving you trouble? They are way easier to hit once you park a HV on top of them That's my new-ish HV hovercraft btw. I should probably start posting stuff in the Workshop again, I still have some 6.0 stuff left... Some shots from the last nights Xenu drone base raid: Job done, heading back home.
With the space you seem to have I would probably do something like the attached image... but please don't take my nagging too seriously. I'm quite uncomfortable telling people how to do artistic things, and well: it's your ship. You should build it the way you want. I'm just throwing out ideas to make it less explodey
Devs add long waited ability to mirror paint & texture tool. What I do? Start a big asymmetrical project of course... How do you start your big builds btw? I tend to go with the trusses - make rough outlines to get the basic shape and or/measurements right. Like sketching.
Thx Myrmidon. I was never sure if I liked this CV or not, and if it was even worth publishing. Hence I moved on to work on something else before finishing the interior. I'll let you know if/when I publish it.
Drones are making aerobatic manoevers now... Hint, these are 5 Drones on top of each other (one behind hill)... (that was on my last AMD-Run back to Akua & Omicron with my Micro-Warp-Shuttle "Warpy")
It's the same reason they won't enable upload of custom faction logos or allow LCDs to display user images (even hyperlinked). Textures are fussy business and they have to be absolutely certain the submitted stuff is free of copyrighted material. Hell, I'm thankful they were able to squeeze in a few my new symbols with the Alpha 6 release (a couple were Frigidman's as well). Generic shapes are much easier to deal with than textures however - which may include stock-photo surfaces that aren't necessarily up for commercial use. *Fun trivia: The 'held diamond' symbol is a very slightly modified version of the old Incursor logo, from back when I was modding FTL.