I did not see that until you pointed it out, but you right, Nell is very much a flying uterus. Gotta love the 80's.
I'm working on a Shuttle-SV. More a Workhouse-SV better said. But I'm not good at making nice exteriors. Especially the Back - that should be the proud of the ship - mostly sucks for my vessels. Nevertheless I make performant ships, and rich in utilities and usefulness... I think. And in these categories this ship is coming along... Still WiP, but presenting LAGRANGE. Long-Range Workhouse-Explorer. + Class 3 (for me that's big already, but against @Pyston 's Aquila or @Kieve 's Aetheria it's still tiny... Nevertheless I've stolen some nice interior designs from both ... you will see in pics... + Warp capable + Hardened Steel + 7 Mobile Constructors + 25 Large Cargo boxes + 11 Small Cargo boxes + 13 Fridges + All (but 2) Thrusters exposed - the 2 are set up in series + NO internal switches (control menu) given or necessary, as anything is manually (per direct Switch 12x) or per direct Access operable or loadable. And for me always important + Fighter-like Manoeverability (still a bit low Pitch/Yaw, but it's a huge SV for me nevertheless so I leave it that way...) Now a few pics, don't call me on the back - besides you have some nice idea how I can make it better, my design-fu isn't really good at that, sadly... Spoiler: more pics and stats Weapons: 6x Gatlings 4x Rocket Launcher 4x free slots for Seekers The Back... oh my... ugly... ugly... ugly... 4 Passenger Seats with some Gaming equipment... R2O2 doesn't be missing... EACH of the 7 (or pairs) dedicated constructors can be activated or disabled by switches. We have + 2 for Ammo crafting + 2 for Ore processing + 1 for Food cooking + 1 for Fuel processing + 1 for Reserve crafting The Cockpit. This I like, I'm even a bit proud of. Copied Design from Elite Dangerous a bit ;-) Second Level. Rest area. Kitchen corner. (Constructor at the other side) Toilette and Shower. Warp control and Fuel access + Constructor. This are the Standard Speed settings. This is the maximum Combat setting. edit: Spoiler: Back change changed strange back into 6x Jet-S Thrusters. Still ugly, but atleast better Thrust ;-)
James Cameron made her. Go figure. It Does look a bit like a female Mannequin torso. I watched this show with my Grandma back in the 80's When the ship came on the screen my 5' nothing Gramma say Aloud. "It's a flying Uterus!" A BIT of nervous laughter from the adults and shushing from the kids.... Like 10 year-olds knew what the female reproductive apparatus looks like in 1980.
Wow, that's really impressive! @rucky The interiors are just mindblowing! I guess @Kieve has set a new standard for it. Which is awesome but for everyone who hates doing interiors. (just kidding ) The exterior looks quite nice too, the only thing i would change would be that i would just texture it different and paint it white with some rich color stripes.
Looks very much like one of my biofuel factories, though I usually stack/compress them to go vertical. Can't do that on a classic ship style. +1
@rucky Love the SV! I'm a big fan of SVs with full usable interiors, and who can resist that R2D2? Today I've published the LCV-1 Belafonte, intended as a high-utility and low-cost expedition/exploration ship for PVE Survival, accessible in the midgame (Level 10). A little photographic easter egg for @Kieve http://steamcommunity.com/sharedfiles/filedetails/?id=1180212225
Beautiful Ships like these scream to the devs: GIVE US water ice in space and/or the capacity to regenerate H and O (and H2O too) from the air inside a ship/base at a fractional rate that is appropriate for the interior air plants involved etc. The specifications for such closed-circuit sustainable enclosed bio systems have been talked about for decades, and while they have yet to create one on Earth (much less in space) it seems to be primarily a matter of money and desire than impracticality. If it is not doable then pretty much long-term space habitation, much less colonization, are a no go for humanity, so it must be tenable.
At the command line use 'di' to get the asteroid's object number. Then use 'setposition' to move the asteroid to where ever you want. Be advised this only works on asteroids you can mine. In my case I brought a Promethium and a Sathium together.
I've made an observation of non-trivial significance, and this thread seems like the best place to comment on it and see if I'm the only one. For Omicron, it seems that: if you destroy some of the trees and/or rocks in one of the little "oasis" groves, either in the low plains (the ones with the palm trees, egg plants, corn, plant fiber, aloe and kava) or the high plains (the ones that tend to be orange ahax and often near Plasma TR + phoenix): when you leave the area then come back a bit later, much of the original vegetation may well be gone. I had this happen in a much earlier play through (save files long since deleted) and though it might be a result of building a base immediately below the surface, but now I've seen it in varying contexts that were not anywhere near a base. I cannot say if it is only one rock or tree harvested or if it depends on a higher threshold, but it does seem to occur with some regularity. Anyone else notice this? I wonder if it is intentional?
Man, that toilet/shower area has no privacy... Doesn't look bad otherwise, but I think Neal's right - could use some more unique (and cohesive?) color/texture work. Right now I think it looks a little too much like you just copy/pasted features from the Aquila and Aetheria, and while that's very flattering it doesn't really give the ship its own identity. Haha, that's beautiful. Was almost afraid she wouldn't fit! I really do love the "research boat" look to it though. Those explorer vessels were some of my favorites as a kid.
Exactly the reason I'd like to see much more aquatic integration to the game - subs, underwater bases, boats, aquatic wildlife, and so on. It's a whole new dimension to explore, conquer, or build in.
I've been kinda busy the past few days so I haven't gotten as much done on my station as I would have liked but I did get a bit done. The paint and texture in the officer's quarters had gotten messed up from the experimental branch so I fixed that and tweaked a few things in other areas. I had to redo the textures in the casino so it more closely matches the decor of the luxury spires(which are about 55% done). I like how it turned out. Luxury spires are coming along. Once those are finished I can paint and texture the rest of the exterior. Getting there! Even if it is taking a bit longer than I thought it would a week ago.