Hello, thank you for the rewiev, I really appreciate this. About the grav. generators, I forgot to mention in my thread, that you should use only 2 of them, one on each side, the other 2 are just backup. Thanks for reminding me of this
It needs crew quarters and a captain quarters you and your crew needs a place to rest. I'm sure the empty deck could provide this but perhaps a section of the ship could be added as well for living quarters. But over all you did a really nice job on this.
View attachment 2168 For who wantd it: The not crashed (fully functional) Hyperion ship. (The one you find as crashed version on the moon)
The following is a ship I have been working on since the game was finally given to us... it's taking quite some time due to the size of the ship. The Pegasus is a Support Carrier that can carry a large squadron of fighters, drop-ships and survey ships to the farthest reaches of the Galaxy. It has all the comforts for both officers and crew alike including a science and medical bay. Works in Progress: More crew quarters, tweaking of the external hull and more defensive turrets. Problems so Far: Fuel... that is the main problem, as travelling between 2 planets can burn through 50 fuel pods easily. Turning was also an issue, but 150 RCS modules later it seems to have improved. Your feedback on how to improve or make the ship kinkier is always welcome. I hope you like it. P.S. - I am using the Vipers MK II for now as Fighter Compliment... didn't have time to make my own...wonder why More screenshots can be found on the following link: http://www.sandboxdudes.com/pegasuscarrier
Looks great so far, but how is the game performance ? With all the lights there are for sure massive FPS drops. Except you have the super PC
With a ship like that i'm sure fps is and issue for some computers. I'm sure just turning lights off can improve this alittle but it would then feel like a ghost ship with the lights out.
Where a scene with no ships is usually at 60fps, when i look at the ship it goes down to 48fps.... considering the size of the ship it's not bad. From a light perspective I did notice that after around 25 or so blocks, the lights were no longer visible and that specific cornet would show as pitch black from a distance. This factor may in fact be helping with keeping the FPS just right.
Hello everyone ! Here are some picture of the progress that élase delayed because of some concerns and a weekend loaded. Here the front of almost full vessel with its 2 shells (top and bottom) http://image.noelshack.com/fichiers/2015/37/1441626114-6eme-jours-avant-cotes.jpg Here's a little zoom on the upper shell of the ship: http://image.noelshack.com/fichiers/2015/37/1441626126-6eme-jours-dessus.jpg Here you can see between his arm and his shed in the background (the construction here and 100% except for the hangar that it is located between the front and rear hull of the vessel) http://image.noelshack.com/fichiers/2015/37/1441626147-6eme-jours-entre-bras-hangar.jpg Here is the first hangar is under construction. The where is the green and red light is a type of lock that may have seen the door in the background, the interior is not yet done. http://image.noelshack.com/fichiers/2015/37/1441626152-6eme-jours-hangar-central.jpg Here is a small overview of the advancements of the work. And if some of you wonder its mass, here's a little present overviews: http://image.noelshack.com/fichiers/2015/37/1441626159-6eme-jours-mass-du-vaisseau.jpg Now I want to clarify that for some time we will not be there to continue work because of our private life .... As soon as we have shared with you the changes on construction. Have a good day everyone !
Started making this carrier in a 2.4 survival game. I blueprinted over to creative after 3.0 came out to finish her. Three ships were my impersonation on the design, the Tiger's Claw, USS Hornet and USS Carl Vincent. Enjoy Type: Escort carrier, fast nimble carrier to intercept incoming threats before reaching the convoy it is escorting. Displacement: 19.5kT Length: 210m Max Power: 40mW Idle Power: 1.6mW Max Thrust Flight Time: 20 minutes Armament: 5 Large Pulse Lasers, 2 Large Rocket Launchers, variety of turrets for AA defense. SV Carried: Typical layout is 36 Ares light fighter, 12 Longbow short range bombers and 2 Marine drop ships. Flight deck, hanger floor and cargo holds could hold another 36 SV fighter/bomber or other specialty craft. Accommodations: Captain quarters, Officer/VIP quarters and lounge, Crew quarters and lounge, Marine quarters(MarDec). Amenities: Bridge, CIC, Galley, Hydroponics, Machine shop, Repair bay, Med bay, Core room with aux controls, Brig. Capacity: 2 large cargo holds plus a large hold/aux space forward. They can be retrofitted for expanding fuel capacity or specialized for a given mission. Notes: I was surprised at how well she moved. She accelerated too faster first time out and I had to reduce the total thrust count. This also improved flight time but I feel it is still an issue. Roll, Pitch and Yaw are fast enough for combat. She feels more nimble than the MS Lighting. Over all I wish I made her 4m (2 blocks) wider in the middle. Sadly there is no way to insert new rows so she will stay the way she is. Here is what I learned in build this ship. Hope this helps others in their future projects. You should not mount weapon systems towards the aft of the ship. Even though I built weapons bays on the outside of the thruster pods, the weapons would still graze the sides of the ship. Gravity generators have a limited range of ~42 blocks. Found out while walking down my flight deck and then floated off in to space =P It is easy to over do it with thrusters. Built based on looks and ended up being too much. Do not use the plane mode with objects that are more than 1 block in size. For example Large thrusters are 4 blocks on one side. This makes its key block off center. The mirrored thruster will end up pivoted the wrong way. Same for just about all larger than 1 block objects. Before you start, give yourself some design rules. This will lead to some choices that force a more realistic look and feel. Some of my rules was how many SV to hold based on me Ares fighter design. Target hull thickness target of 2 blocks hull plus 1 block internal. Level height per floor of 3 blocks, 1 for floor and 2 open air. View attachment 2296
Does anyone have a smaller CV they can share? I'm terrible at CV design and I'm looking for something in the stereotypical escort/destroyer/corvette range.
Funny you should ask, I just finished a Corvette. I designed it for when the game will require CV to travel between planets. It has eveything you need for a mobile base as well as room for changes/upgrades. It also has a good size hanger for a dropship. The cockpit view port is narrow since at this time there are no corner window blocks. Hope that dev can add corner windows soon so I can swap them out. This ship is nimble and has a flight time of ~180 minutes at full thrust. #UPDATED# Was not happy with the boxy look so I changed the engine pods around to break it up. Wish there were turrets or radars that can be placed on slants to dress it up. Also added other directional thruster each way to speed up drifts. MS_Mongoose.zip MS_Mongoose_0.zip
With all the star wars ships going on here i'm thinking where is the star trek ships? if anyone has a enterprise new and old version or the other star trek ships like voyager or defiant it'll be sweet. Though my favorites are the Excelsior and the Sovereign Class of Star Trek Ships.
A buddy and I are working on a 1:1 scale Deep Space 9 station, and personally, I've got U.S.S Voyager on the To-Do list.