What did you do in Empyrion today?

Discussion in 'General Discussion' started by Slam Jones, Oct 17, 2015.

  1. Fractalite

    Fractalite Rear Admiral

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    @Kieve I was intrigued by the challenge of some sort of cabin for the Sabre. So I made two variants - both with survival in mind and my favorite, by far, is the "Survival Sabre 2."

    They are not nearly as nice as your sleekly lined ship, but I am just sure I can get the cabin to work somehow. So I am going to keep tinkering with it over the next few days/weeks.

    The "2" variant had a nice clean cabin with the light brown running through the middle, but then it occurred to me that I would need some extras if I am going to be warping (woo hoo! Still excited about that) around, so I added some constructors and cargo boxes and the needed shutters for a seal. Now its... I mean, its awesome, but I want to figure out a clean cabin look. What is more, and I am sure this was not your intention, but I might clear out the back and install the warp drive back there... once the ship had a clean cabin, and then I combined it with an imaginary rear space, it produced an effect/feel of a 40 foot yacht luxury yacht..... cruising through the stars...

    Lastly, the three gatling cannons do clip the forward jutting wing joint, but that is okay as when I need gatling cannons after equipping a ship with 4 rocket launchers, I am usually not moving around a great deal.
     

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  2. Kieve

    Kieve Rear Admiral

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    Interesting design!
    -I'd initially rejected the idea of a roof hatch since I was concerned about difficulty exiting the vessel, esp. on higher-gravity worlds. Please let me know if that actually works out for you, though.
    -It seems there's a lot of 'empty' space left in the overhaul, in various spots. You could probably carve the 'lance' off the starboard wing and move that jet engine further back, which would eliminate the weapon-convergeance issues with the gatling trio. It would lose a bit more of the Sabre's profile, but you've clearly got some plans for the thing and I did build it expressly for the purpose of customization ;) Go nuts.
    -A 40ft yacht you say... hm...
     
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  3. SilvRav

    SilvRav Moderator

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    Works nicely. Takes time to build up speed so it's nice to control. This however is a small version.

    We had a full functional tram with interlocked blocks on our old server. We waiting for 7 to drop to recreate it. Now that thing work perfectly
     
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  4. Donbingo

    Donbingo Captain

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    Biosphere 2 is basically done.
    The habitat was the most important building, and that is finished. I just want to let it be for a week, and then take a last look before publishing it.
    The Forrest, Desert, and Ocean domes, are addons as separate bases, mostly for the complete look, but they can be used as addons for other bases as well if wanted. (with some few moderations).
    Forrest dome are just a dome with a walkway. Desert dome are the same, and Ocean dome has generator, fuel and lights, and a sort of SV hangar place.

    Sorry just going to spam some pictures for now ;)
    az-biosphere2%20023%20(700x467).jpg 20170923115007_1.jpg biosphere-2-sonoran-desert-arizona-usa-managed-forest-section-ag2698.jpg 20170923115405_1.jpg 511634886_1280x720.jpg 20170923115708_1.jpg biosphere2-aerial.jpg 20170923115607_1.jpg
     
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  5. banksman45

    banksman45 Rear Admiral

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    That sounds EPIC!! I didn't know you could make trains work in Empyrion.
     
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  6. banksman45

    banksman45 Rear Admiral

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    WOWWWWW!!! The devs should put this in the game. Awesome work
     
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  7. typhoon01

    typhoon01 Captain

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    This is what I created by the morning .. Please do not think that it's like a cockpit like a tank 6 tier I copied because I liked it very much but the whole tank I made myself .. :) It's already dangerous creation :D .... The file will be complete.... I want to create something like a military train
     

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  8. typhoon01

    typhoon01 Captain

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    Hi, so it is done:) ... I will tell you this way I have a version of 6.7 but I know that weaker versions do not have switches on Sv and HV this file is without a switch Cambodia Bus.jpg


    For Game Version 6.7 Mini Update: 2 switch RED Engine Yellow Lights- Screen 1
     

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  9. Neal

    Neal Rear Admiral

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    Next try:

    NewGame_3-170919-2024_2017-09-24_11-51-32.png
    NewGame_3-170919-2024_2017-09-24_12-12-02.png NewGame_3-170919-2024_2017-09-24_12-12-11.png NewGame_3-170919-2024_2017-09-24_12-12-19.png NewGame_3-170919-2024_2017-09-24_12-12-32.png
    A less fancy design than last time and more shuttle -like looking,imo.
    What do you think?
     
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  10. rucky

    rucky Rear Admiral

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    BETTER!

    stats? :p
    you know I want to know that
     
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  11. Neal

    Neal Rear Admiral

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    To be honest i haven't put much thought into stats right now, i was focussing on creating a acceptable design.
    NewGame_3-170919-2024_2017-09-24_12-35-08.png
    How much m/s should it have in your opinion?
     
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  12. rucky

    rucky Rear Admiral

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    it's definitive a nice design, what's its purpose?
    I assume it should match with your star fleet like ships?

    In this case it's more an armed shuttle / survival shuttle, so you won't need uber stats.
    15m/s² lateral (from actual 10) and vertical (actual 12) should be enough, Pitch/Yaw are already okay for that task too (of course more always better)

    But if you want a more combat focused role (which you could also opt for, as the weapon layout suggest), you need to up these values to at least 20m/s² each direction (better more) with Pitch/Yaw upgraded up to 10deg/s². These are values you can dodge anything the AI can actually throw at you.
    (Anything below that lateral acceleration I do not consider as combat fighter! As an example, my Mark5 has 56m/s², but that's way over top of what you need for survival!)
     
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  13. binhthuy71

    binhthuy71 Rear Admiral

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    @rucky, I think that the requirements for SV performance depend on a number of factors. My current general purpose SV makes 20 m/s², and I agree that's a good number. OTOH, pitch/roll/yaw are all under 2 deg/sec²*. The reason that works for me is experience, 2K hours with the same loadout of 4 rocket launchers and 4 Gatling guns (I have tried every other possible combo and this works best for me). One salvo of rockets kills a turret but, you have to aim carefully. Too much acceleration or rate of rotation in any axis often causes me to overshoot my intended point of aim and then I have to correct under fire.

    Not saying you're wrong. I am saying that EGS offers lots of ways to get things done. :)
    *Lunchbox IIa specs:
    Lucnchbox IIa specs.png
     
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  14. rucky

    rucky Rear Admiral

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    @binhthuy71 Pitch/Yaw are for Mouse fine adjustment, not generally side acceleration. Do you use Keyboard or Mouse?
    We've already seen, Keyboard (Arrow keys) pitch and yaw is much more responsible than the same with mouse (meaning you need higher values there).

    While lateral thrust is "only" important for fast quick dodging, pitch & yaw is important only and if you want the target still in your crosshair while you're dodging ;-)
    With around 10deg/s² I only have to adjust ... no,... only fondly touching... my mouse to always keep the target in my crosshair or to switch fast to new ones (you've seen some of my Drone-Massacres around Drone bases, and the turrets were intact before I visited it ;-).
    I can swirl in a circle around an enemy POI always having the same point in my crosshairs!
    That's not possible with values under 5deg/s², at least not with my gaming mouse...

    Other than that.. try a vessel with 10deg/s²... you will feel very comfortable, I promise you ;-)

    edit: weapon layout... yes, I've exclusively using Gatlings and Rockets too (standard ones early game, the homing variant late game - or both, as I'm sometimes thinking the standard one has more AOE...)
    The Railgun is only a special device for me, I only use this to hull breach POIs, f.e. I need another entrance...
    With the others.. I have no use for them too.
     
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  15. Slipstream

    Slipstream Captain

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    Took the grand lady out of mothballs, and started working on her again.

    [​IMG]
     
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  16. rucky

    rucky Rear Admiral

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  17. Furious Hellfire

    Furious Hellfire Rear Admiral

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    #7057
  18. binhthuy71

    binhthuy71 Rear Admiral

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    @rucky, good points. I too feel that the fixed 130mm rockets seem to have a slightly higher AOE. My take on rotation is that it works best for me when the rates of rotation and acceleration are in synch. Try as I might when I've packed an SV with thrusters and RCS units my flying resembled a dog on a waxed floor. I was all over the place. :eek: This may be explained by the fact that I'm a lifetime longboard surfer. Longboarders carve rather than shred.
     
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  19. binhthuy71

    binhthuy71 Rear Admiral

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    Nice! I'd take some practice shots with the various weapons so that you know the distance at which they converge on the cursor. I've moved in too close to a target and found that my far from centerline weapons were hitting where they were pointing rather than where I was aiming. The target never had any trouble hitting me though. :oops:
     
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  20. binhthuy71

    binhthuy71 Rear Admiral

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    Grand indeed! How long does it take you to get from the bow to the stern? :D
     
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