@rainyday Damn you work quick! I thought I was cranking through my build having gotten about a 3rd completed in a few days and then I come here and see what you have done haha. @Siege Inc. Love the look of those open area's. I think the textures and colours are spot on! I save about 10 copies of my work as I go, just in case haha. Blueprints are all named <name>_1 through _9 for example. Means I can always go back a night or two if I royally screw something up too. Once I get to _9 I start overwriting in order again. The problem with that is getting all the slopes to match nicely. I spent hours last night trying to bring my oddly shaped engine pod "extensions" to a tapered forward & up slope. It is mostly good, but there are just a few little corner blocks which just don't have anything good to go in them.
Just back from a pacification campaign on Oscutune, today I did some sight seeing, enjoyed the new water shaders, and did some expansion work to my home base on Akua. I added a refinery platform, and built a new larger landing area for the CV Industry by Trig, which I've recently downloaded from the workshop. I also did some power optimisation around the base by adding some motion sensors and switches for various equipment and lighting groups.
Got the residential areas decorated but not painted/textured yet(well, half of them anyways). I did set up the shops in the common area. You might recognize some of them.
Like I mentioned to @Fractalite a few posts back, I have a fondness bordering on obsession for the various 1x2 ramps, slopes, and angles. I'm unfortunately well-versed in their shortcomings and limitations. For this particular use however, I can't see any overwhelming difficulties.
Alas, I share the obsession... Couple that with an almost OCD quality for perfection and those irritating corner blocks stick out like sore thumbs when I cannot fix them. Every time I look at the build, my eyes focus right on them.
Love the drive through hangar. That would save me a lot of embarrassment with my SV landings AKA controlled crashes.
@Tyrax Lightning I tried that last night, yeah. Didn't suit that particular build - but could definitely work on a future build. I might even find myself coming back and changing it to that later down the line when I add antennas and bumps and what not to the exterior. It just looked weird on the completely flat current one
' Well it's just basicallly still just a facade - mostly just filling out the blocks to the shape I created with the trusses. Ill have to do another pass to tidy things up and add some details. That takes much more time... @jmtc Sweet looking base! - - - - - - I was about to continue the CV this morning but ended up polishing up couple SV's for my new line of Polaris Corporation vessels. 'Shooting Star's on the background are already on the workshop and the 'Bumblebee' shuttle I've been using in survival already. So mostly working on the 'Viper' in the middle to match the lineup - a replacement space superiority fighter for 'Meteor'.
Fantastic work on your CV!! This morning I glanced over at Timo's monitor and he was reading your post. I recognized your ship even though it's not finished yet I'm looking forward to seeing the rest of your latest set too. We're going to have a set this time as well; you inspired us in many ways!
My latest going ons in Empyrion: I FINALLY got around to checking out the new Texture, determined that it's similar to other Textures with Lines in regards to how useless it'll be with Corner Blocks that are against Flat Blocks... like all other Textures with Lines, & it'll be situational but might have use from time to time, & that replacing the Paint Job on my unfinished Base with it won't be necessary cause it's Steel Only... no go for Wood & Concrete. Then I checked out the new Model for the Repair Bay & decided it looked less glowy & cool & more... well... generic looking, pondered on it a bit, then decided I was Neutral to the new Design of it & it'll suffice. Then I tried to resume work on my CV, but just couldn't do anything on it or even focus on it... Just before these going ons, I had finished FINALLY getting around to watching "Rogue One: A Star Wars Story", & was still too stoked from it to concentrate. Alas, maybe tomorrow. This CV's SV & HV Hangar isn't gonna finish itself.
@Tyrax Lightning I checked out the new stuff too. I was worried about the kitchen and bathroom counters (because I spend so much time on "how the kitchen looks" hahaha) I really like the new furniture items a lot this time
I can't help but visit Skillon at least once everytime I start a new game. It reminds me of a planet from Star Trek.
I got some more work done on my hangar for small vessels. This hangar bay doesn't look as impressive as it does in Elite Dangerous, but if I ever plan to make a bigger one I might have more design possibilities and know how some stuff works out. I am just not that big fan of building too big, as it takes so much time. For making the bay more Elite like I would've need to use double the size. I'm not sure if I use the empty space to the left for another bay or if I just wall it off. Also I made some sv cargo hauler. But no matter what measures I use, it doesn't fit through a 1x1 door. So I use a 2x1 shutter door and 3 wide ways in my station so the cargo haulers can fly in it.
Today we got up early.... far too early because of some awfull noise around the neighbourhood... So that was a perfect opportunity to use a short cut sleep for creating a whole set of different SVs and HVs to go with our upcoming DCV Wyvern that @Starwing6 is working on really like she is possessed. I think I am going to spawn all of these vessels for actual field testings: SV dropship for crew outmissions. Sized her up so she docks perfectly to the SV Bay -roof for easy access. SV for personal / scouting use: Flat profile HV for harvesting / terraforming purposes Flat profile HV for mining purposes
Space Station update: Got a lot more done so far today. I decorated the other half of the residential rooms. Now I just need to paint and texture them. Got a bunch of corridors painted and textured. Worked out some of the o2 issues. Added some signage to the main corridors but there's a lot more left to do.I still need to come up with a decent name for the casino too. I'm a huge fan of the paint/texture guns working with the symmetry tool. Cut my job in half? Oh hell yes. Spoiler A shot of the city level. On the upper levels looking down at one of the common areas. Nightclub. I still need to finish the interior. Theater. Still awaiting paint and texture. Main corridor. Needs more color. Secondary corridor providing access to other areas of the station. I might add some lighting bits. Maybe paint a couple of the pipes.
I added some guide markings for the SV docking bay, some light, and painting on the deck. A couple more progress shots I haven't decided on the spacing of the lights on the sides of the hangar door just yet.
I've just been browsing for spaceship inspiration. Is anyone else often frustrated by the sheer inability to make curves and/or very long gradual slants? I mean... I'm kinda obsessed about making surfaces nice and smooth with everything fitting neatly on what's intended to be smooth hull, right? I feel like there's only so much you can do with limited 1:1 and 1:2 slope selections. I want, like... an omni slope block. Click+drag to place a slope section that extends evenly the whole length. I just can't seem to make any of the shapes I want. Am I just too uptight about edges fitting? Builders in Minecraft's strictly cube based system make any shape they want, it just looks kinda chunky up close...
Right now i'm more bummed by missing Transition Blocks for Mediating between different Block Dimensions... like for example, Mediating between Triangle Blocks & Ramp Blocks.