What did you do in Empyrion today?

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

  1. Robot Shark

    Robot Shark Rear Admiral

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    Thanks to the symmetry tool I learned that one of my largest BA's was not symmetrical.
    So I spent a long time ripping apart one side just so I could extend it by one block.

    After that was done, I completely overhauled the hydroponics dome on the Cerulean Star.

    The new one is on the left, the old is on the right.
    I am debating on updating the blueprint with the new dome.

    20170925022703_1.jpg
     
    #7081
  2. BunkerBuster

    BunkerBuster Lieutenant

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    Finished off a CV that I started building yesterday. I wanted a CV with lots of hanger space that could be built as a starter CV but I got a bit carried away and it ended up being bigger than I planned. It doesn't have much weaponry or armor but managed to fit in a couple of decent sized hangers.

    http://steamcommunity.com/sharedfiles/filedetails/?id=1146487847

    Thumbnail.jpg 6.jpg
     

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    #7082
  3. binhthuy71

    binhthuy71 Rear Admiral

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    @BunkerBuster , I like the way you used the angled blocks to add texture to the outside of the hull. That adds visual interest to what might otherwise be large flat surfaces.
     
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  4. Slipstream

    Slipstream Captain

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    I can assure you, it is not 'original', per-se. Just my take on it. :D
     
    #7084
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  5. Neal

    Neal Rear Admiral

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    #7085
  6. Wild_XIII

    Wild_XIII Captain

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    Came outside after exploring this outpost on Akua's moon and was greeted with this sight. The robot on the right wasn't very friendly and things started getting hurty once all of them woke up!

    20170925160509_1.jpg
     
    #7086
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  7. Neal

    Neal Rear Admiral

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    I just realized, that SVs are just not my thing...
    NewGame_3-170919-2024_2017-09-25_18-22-36.png
    Thrusters everywhere... :eek:


    ... so i decided to refine the Distant Horizon a bit.
    NewGame_3-170919-2024_2017-09-25_19-32-25.png NewGame_3-170919-2024_2017-09-25_19-32-28.png

    Then i tried to set up a little fight against some AI drones but the turrets are just so limited and didn't fire as they should. Some just didn't fire at all. Same old story, Weapons... the games CV weapons are just...:oops: limited
    NewGame_3-170919-2024_2017-09-25_19-46-05.png
    Range and fireing arc should be greatly increased. They might be good for SV scaled combat but they are totally inadequate for CVs IMO.
     
    #7087
  8. binhthuy71

    binhthuy71 Rear Admiral

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    Looks like a robot Cirque du Soleil.
     
    #7088
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  9. Wild_XIII

    Wild_XIII Captain

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    I'm not aware of what Cirque du Soleil is, but if it involved lasers and murder that's pretty much the situation!

    They didn't stand a chance against the epic pulse rifle! :)
     
    #7089
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  10. binhthuy71

    binhthuy71 Rear Admiral

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    I'm just doing the grindy stuff in preparation for taking my entry in Fluffy's Single Small Generator CV challenge as far around the system as I can. It shouldn't take this long to fill 3 cargo boxes and a T2 fridge. :(
     
    #7090
  11. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    It's not your fault. It's retarded how many RCS we need to get our SV to turn & rotate worth a damn, it's damn hard to build a SV with enough Surface Area for Side & backing up Thrust, it's stupidly hard to mount Jet Thrusters in a way that's not looking 'magic cheaty floaty' in addition to how much Surface Area they can block off for Thrust for other directions, & there's a lot of innards to pack into the SV to kit it out properly which makes SV overall just plain need a hell of a lot of Blocks... that then can't turn or rotate worth a damn...

    I've been having a hell of a hard time getting my next SV done too. :(

    Oh, & on top of all this, after one has had to make a SV outright huge to hold everything, it then looks damn stupid for such a large SV to not be able to fire more amount of Firepower at once then just merely 4 Homers or 6 Gatlings, tops. >_<

    IMHO SVs are having some Identity & Building Crisis...

    For the Topic: Still having a hell of a hard time trying to figure out how to go about my next SV Build. This latest try is actually making progress, but still have no idea if it's gonna actually succeed or not. I dunno if i'm gonna be proud of it one way or the other though cause i've flat out given up at ever being able to make a SV & not have the Jet Thruster 'magic cheaty floaty' effect at the same time... just can't find a way to wrangle it this time. :(
     
    #7091
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  12. LordMontecute

    LordMontecute Captain

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    Well, today I published what I've done so far on my 2nd CV design. "CVAnglesOfDeath"
    http://steamcommunity.com/sharedfiles/filedetails/?id=1147102340

    My first was really just a box with thruster nacelles, and I thought they looked a bit vulnerable, so this time I put them all in the centre of the ship, directing the thrust out by tubes through the hull into space.
    http://steamcommunity.com/sharedfiles/filedetails/?id=1147143641

    So, then I had to make the hull and decided I wanted it to be a multidirectional vessel. So, it shouldn't be obvious which direction it's facing. This made everything much more difficult, especially as I couldn't get symmetry planes to work, so this build represents a lot of time and frustration, trying to get everything to line up, hence the name!

    Please take into account that this is my first published design and I'm fairly new to this amazing game. There are lots of things I changed along the way, like including extra thrusters after I'd added such a heavy hull.

    It still is not finished, but I'm publishing it to see if anyone has any suggestions for functional improvements. The internal decks, floors, rooms etc are not there at all yet. At the moment, I want to concentrate on functionality before cosmetic things.

    If anyone can tell me how to put the actual Steam screenshots here instead of just links to them, that would be great too :)
     
    #7092
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  13. Kassonnade

    Kassonnade Rear Admiral

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    Maybe you should take a break since we're only a few days from a major patch (I guess) and some tweaks might be in there that could render your efforts useless.
     
    #7093
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  14. binhthuy71

    binhthuy71 Rear Admiral

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    It's an odd thing when something like this:
    CHEAP CHARLIE (CV).jpg CC_spex.png
    Has higher performance specs than this:
    Lunchbox-IIa.png Lunchbox-IIa_spex.png
     
    #7094
  15. Darkscis

    Darkscis Captain

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    Completely agreed. I tried to make a small light fighter that I could pack dozens of into a CV to simulate a true carrier and they just couldn't perform at all. The only way to make SV's perform well is to make them larger and larger which seems at odds with how it should be. Not a huge deal for now though, I am sure a balance patch will fix it up eventually. A T2 and even a T3 RCS would do wonders, and some tweaking of thrust/weight ratio's would work nicely. Then you could basically strap a cockpit to a thruster and blast through space :)
     
    #7095
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  16. rucky

    rucky Rear Admiral

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    o_Oo_Oo_O


    :D:p

    Don't know what you guys do have problems with Performance SVs...

    [​IMG]
    :p

    was too heavy?
    ->

    [​IMG]

    :p

    Still??
    okay:

    [​IMG]

    now okay?
    :p
     
    #7096
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  17. Darkscis

    Darkscis Captain

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    I have all of your drone hunter series. Let's be honest - they aren't exactly small :)

    That's exactly what we are saying :D
     
    #7097
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  18. Kassonnade

    Kassonnade Rear Admiral

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    Last time I checked, the "best" SV thruster for the best weight/thrust ratio was the thruster M, and to get decent performance the SV needs 2 generators to prevent power usage from creeping up (I use 2 M thrusters in each direction). Minimal usage of hull blocks too, only 1 fuel tank (refill often), 1 ammo box (they're heavy!), and usually if size is kept as small as possible only 6 to 10 RCS are needed. Piling up small thrusters add too much weight for equivalent performance with bigger thrusters. No need to put too many different weapon types either : they add weight and compromise mobility, and only 1 type can be fired at a time. Better change weaponry when parked somewhere safe to adjust to the task than carrying all this extra weight for no reason. Cargo boxes weight much less than ammo boxes, so extra ammo can be piled in there to refill from the control panel / inventory.

    This is for "fighter" SVs, where there is only a cockpit and no "inside" area with extra seats & such. SVs are hard to make into proper "multi-task" and jacks-of-all-trades because of extra devices and related weight limiting performance. So nice "exploration" SVs with "interiors" are usually a bit too sluggish for dogfights and big POI takedowns.
     
    #7098
    Last edited: Sep 26, 2017
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  19. rucky

    rucky Rear Admiral

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    Still I don't see a problem with it @Neal ... it's.... sexy!!
     
    #7099
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  20. rucky

    rucky Rear Admiral

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    ;)
    yeah, the Mark5 is a Monster... >100 tonnes and needing >100 RCS... not small by any means.
    (don't let the SpaceMoles hear that... that's still tiny in their eyes ;))

    but the MKII or this tiny KidsToy MKI... :D:cool::confused:;)
    It's a joke... one way or another....

    wait... I'm making a screen with Mark5 and MKII / MKI...

    but, really guys, anybody always grumping CVs are too small - and they are right
    @Kassonnade had shown a nice Ship card where our tiny CVs will only be amongst the smallest pixels there...

    Now this Mark5's for me the right Fighter-Size. Realistically.
    (Yes, realistically is a stretched word nowadays... needing 100 thrusters is... uhm... nothing realistically...)

    [​IMG]

    [​IMG]
    what's this bogey beneath this sexy fighter? yes it's the MKI.

    The MKII is still my most used fighter nowadays. "Small" (at least way smaller than my "flag-fighter" Mark5), both most used weapon types by me, nimble, and enough armor. Never lost one during any WORLD-Conquering.
     
    #7100
    Last edited: Sep 26, 2017

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