Here's a "midgame" CV I designed recently. It's based on the US Navy's Independence-class Littoral Combat Ships, and is an enlarged version of a starter ship I also designed. (http://steamcommunity.com/sharedfiles/filedetails/?id=1194185778) It's the same as the smaller version in many ways, so please check out that version to see what the living quarters and crafting/medical spaces are like. However, this version is different in some critical areas - the hull is upgraded to combat steel and the rear end of the ship is "stretched," which allows more fuel, O2, two more constructors (for a total of three), and a larger HV hangar and SV landing pad. It also is much more heavily armed than the original and has more thrust and RCS power. All of that said, however, it's still a reasonably cheap and quick ship to build. Check it out on the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1194214454
Hi ! Take a look the new FE-305 DEFIANCE V2.x [Alpha 7 rework] : 6G Capable / PVP Ready (heavy hull) but not designed for. Link : http://steamcommunity.com/sharedfiles/filedetails/?id=907416260 Have a good day Survivor !
OK, here comes a CV dump: First up is the Laguna Seca-class light cruiser. It's designed to be a PvP-ready ship that still looks and feels believable, but how well it'll work I don't know. It's got a double layer of combat steel with more in some areas, redundant systems, etc. A particular standout feature is that forward-facing guns are buried deep inside the hull for protection. (And 'cause it looks cool and submarine-y.) Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1194301047 Next is the stupidest thing I've ever built: Yep, it's a pizza-shaped CV with a pizzeria inside of it. You can check it out here: http://steamcommunity.com/sharedfiles/filedetails/?id=1194300936 Last, but definitely not least, is the biggest CV I've built so far. The Angeles Crest-class Heavy Utility Carrier is meant to pack a whole faction, with their SVs and HVs, into one ship for long-range PvE raiding and gathering. I can't even begin to get into all of its features here, but the short version is that it has 5 large hangars (two of which have ramps), 10 constructors, around 50 cargo boxes, 36 grow plots, tons of passenger seating, etc. You can find lots of pictures on the workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=1194259432
I've finally finished the refit of my large Cargo Freighter with a little engine help from Kieve. For what started as a simple re texture this has taken me a little longer than I thought it would. But I think the results have been worthwhile. http://steamcommunity.com/sharedfiles/filedetails/?id=1194397016
I made this a while ago but forgot to share it. It was my starter CV but now it needs zasc and erestrum so I'll need to work that out. More pics here: http://steamcommunity.com/sharedfiles/filedetails/?id=792621264
I did a minor refit of my smaller Lake Hollywood-Class CV to make it into a true starter ship, which uses no Zascosium or Erestrum and is relatively light on other materials. (Around 3300 Sathium and less of everything else.) I had to remove the repair devices and rocket turret to make that possible, but it's otherwise a fully-equipped CV. Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1196149386
Better late than never i guess? Posted this CV 2 weeks ago to workshop (more pics and showcase video there; i demonstrated it can dock the biggest prefab HV in lower hangar): Crystal: http://steamcommunity.com/sharedfiles/filedetails/?id=1181004895 I'm a practical builder. What i've always been aiming for is usability over looks, so i started by making interiors roughly first to determine size it needs, and only then the hull. Because i wanted to make it a useful base ship. No combat platings were used to not make it too heavy to fly and easier to blueprint. Up to you if you want to upgrade with multitool... You will need level 25 and tons of resources to spawn this size class 2 ship.
Q: What do you get when you cross an American muscle car, a spaceship and lots of guns? A: A Vanguard Battlecruiser! Made in Exp 7.0. Not designed for pvp (but see end note). "End-game" survival CV. Size Class 3. Design Principles: I wanted to design a CV (this is my first) that had the lot but wasn't a giant monster i.e. easily buildable in survival SP. I settled on the Battlecruiser idea - lots of guns, speed, but no doubt some flaws as sacrifices have to be made and I think I did it (flaws and all ). It has maximum main turret centre-line firepower, full combat steel/armoured glass, slope deflectors, 4-way core protection and basically just keep the nose pointing at the enemy, strafe and things explode. It has just 3 cannon turrets at the rear for any drones that may get around the back but really nothing should be getting there. Two access points at the rear below the hanger door (protected) and one on the top rear of the ship (protected). Realistically you can get 6 good sized SV/HVs in the hanger (9x5 door) and 1 medium to large on the top. Lots of ammo and cargo space - all named as I use them - lots of LCDs if people prefer direct access as to how I use things (not possible for most ammo as thats buried behind armour for protection - use the "P" menu for access) 4 drill turrets (all named and in their own group) for easy asteroid mining. If you wanted to put a multi turret on, I would rip off the rear centre cannon turret, place it there and reverse to any space structure to rip it down. Or lock a HV onto the top platform (land > spawn bp on there if its possible) with one on. 4 advanced constructors, grow plots and all the mod cons you can expect for end-game. 4 passenger seats. Secondary cockpit at the front of the ship - access along a deflected corridor so no shot can penetrate the length of the ship if the front goes out. Good agility for its size and with some tweaking very good power consumption - will easily land on planets. I designed it to land on my CV landing platform and it does so with room to spare. Design Limitations: Space is tight in places and yet theres room in others - if I do re-design this I would probably move the stuff in the hanger to the sides and put some solid blocks as blast protection for them. I'd love to expand the warp drive area to really go to town with the consoles as I love the "electronic" wall texture and put some more block protection around the lateral engines. No med bay and limited crew quarters. By this stage of the game I don't need any of the special med consoles and whilst i'd of loved to do a proper bay just couldn't fit it in. Captain has his own cabin with nice view... the crew.. well you've got a couple of bunk beds - be happy! You've got loads of armour protecting you and you're next to the food No real side protection for the lateral engines and i'm pondering whether to add this - don't get shot a lot from the flanks basically - but all engines thrusts are open (future proof - and because I find blocking engine thrust silly) or the up/downs have grills - mainly to minimize thrust glare as much as protection. Landing gear is exposed at the moment and i've changed this half a dozen times now - i'm not a fan of having them exposed as they are so weak HP wise but if I move them one block "up" into the protective cover the bottom turrets will take slight damage on landing and so i've left it as is and if peeps give feedback its easy to change. Black smooth texture: At the moment its really hard to texture the entire hull whilst using black as you keep getting grey "outlines" around each block which looks rubbish to be honest - so went for the sleek look instead in the main and went for minimal textures on the exterior. Fuel Conservation: All 4 drill turrets are named and in their own group - just click on the group name and in the top right turn the power off, and only turn on when going asteroid mining - these are real fuel hogs. Equipment repair bay is in the equipment section - just turn it off until needed. With everything on for normal flight, you've got 19hrs flying time, thrusters off, 105hrs at idle, but ship still powered. Logic: Just a few simple switches through the P menu - one for the main ramps to open/close, one for the hanger door and one for the upper rear hatch Lighting: Tried to keep the lights and flares to a minimum and use lighting blocks - quite happy with hows its worked out To build: Rip down 3-4 small POIs (or 2 large) for the sathium plates, I dropped all my accumulated loot from raiding and was only short a tiny bit of zas/ere and went and ninja mined on Atis/Masperon etc for that - should be able to build it by the 2nd and defo the 3rd planet clearance. PVP: Its not designed for pvp as I don't like the meta around that at all (may as well all fly borg cubes) - that said if you play on a server with "reasonable" design rules (everyone will have a different opinion on whats "reasonable" ) I think this will do a job but people will have to give feedback whether it does or not. Lastly, I have a massive respect for people who churn out CV builds - this took me close to 60+ hours - so if you do like it - please leave a thumbs up and a rating and if you have any constructive feedback/comments please post away. If you want to run off and make your own version - go for it, just leave me a link if you do upload it, so I can have a nosy at what you've done for inspiration Steam link in my sig and navigate from there.
I've got two releases today. The first is the Artimis II, The first itiration of this I made about a month after I started playing Empyrion. (there is an Artimis I in my library which is the first CV I made but that ugly monstrosity is never gonna see the light of day!) and I have been tinkering with it on and off for different versions of the game ever since. This is kinda my answer to the death cube because I couldn't bring myself to make one. It's a relitively small combat steel gunship that has good forward, side to side and vertical acceleration, Its a little slow to stop and can't really max speed in reverse but it turns fast and all in all as long as you fly it within those limitations it holds up really well in a fight. The ship is almost fully armed missing only one of the pulse lasers. The fuel consumprion is a little high at full power lasting around an hour if your flying full speed but you can mitigate this by turning off the guns and lights etc when they're not needed which can extend the running time considerable. http://steamcommunity.com/sharedfiles/filedetails/?id=1196777583 The seconship is the Damocles This is a mobile base variant of the Artimis II. Its a little less shooty, with the removal of the wings I've had to remove the self fire rocket launchers and a little less manouverable than the Artimis II. The difference isn't huge but its worth mentioning. Its fuel usage is also higher because of the size. Though as a base ship I consider this more of a mobile fort so I've added toggle switches for a lot of systems so that the power consumption is a lot easier to manage. Turning off the thrusters for example saves a huge amount of power and makes this a lot more usable as a base. the're also switches for lights (excludes grow lights so you don't kill your plants) gravity, secondary systems (constructors, armor lockers etc) and weapons. Full power idle will give you about 38 hours of power and with everything powered down except weapons you'll get 134 hours. Also like the Artimis II has about an hour at full speed and manouver. http://steamcommunity.com/sharedfiles/filedetails/?id=1196777715 One last note for both of these ships is that I've moved all the previously hidden thrusters to the surface of the ship. Since Eleon have announced that they will eventually add thruster damage I've started to refit my CV's with this in mind.
Hi! FE Industry is pleased to present the "FE-302-Tempest" USAF Tempest StarGate inspired and 6G Capable Steam link : http://steamcommunity.com/sharedfiles/filedetails/?id=1199695422 Have a good day Survivor.
So I think I can finally call this one finished. The Oracle is my one man CV designed for exploration and helping me put up new FOB's on different planets. It's by no means a perfect ship. It lacks any kind of grow plots and doesn't have a massive amount of storage, but I figured as a cheap means of travelling our current galaxy it will do. Made entirely of steel blocks and lightly armed it's amazing just how fast thing turns. It beats every SV I have in turning speed... I think that's just because I tend to make crap SV's though! She isn't a looker really, but it's one of the few projects I've actually finished and hasn't evolved into something huge and expensive. It can hold an HV miner and SV in the hanger should you need them.
Also I have my WIP, "Sphynx". Again, not the prettiest of ships and the epic front window is maybe a little too big. This is one designed for a crew of around 10 currently. The insides are pretty bare and it needs a hell of a lot more work but she's getting there. I seem to have a rather short attention span as my other CV projects seem to have been put on hold while I make ships that are a little more practical!
Somebody suggested that I make the HV hangars on my Angeles Crest class taller, so I went ahead and did a small rework to the design, adding a few other features along the way. Here's one of those new hangars, with Pyston's Diablo Gatito for scale. The hangar is now 3 blocks tall instead of 2, so it can fit taller HVs with turrets and such. I also changed up the forward hangar. The whole bow of the ship is longer, and I reduced the size of the upper deck and put a "cutout" in it so that BIG SVs can fit. Shown for scale is the Aquila, by Pyston and McFluffFace. There's also ramp access to this hangar now, in case somebody wants to put a mega-HV inside it. There are a few other changes, too. The most notable is probably this, a lower entrance that leads directly into the central elevator, so you don't have to zigzag around the ship to get to the bridge or wherever else. There are various other tweaks as well, like some extra pilot seats on the lower level of the bridge (previously you had to climb stairs or switch elevators to get to the upper deck to fly the ship), a new large landing pad on top of the bow, and various device and weapon changes. It's still size 7, thanks to strategic removal of some lights, and the resource count isn't that much higher than the old version, so this Mk.II version should be considered the new "standard version" of the ship. Workshop link here: http://steamcommunity.com/sharedfiles/filedetails/?id=1202198437
Hi FE Industry is pleased to present the "FE-301-Aurora" Stargate Ancients Aurora-class battleship inspired Steam link : http://steamcommunity.com/sharedfiles/filedetails/?id=973395762 Have a good day Survivor.
I did some experimentation with garden configurations in Survival, liked what I saw, and decided to build a ship with a garden in the hangar, and vertically placed grow lamps. This is actually my 3rd attempt at making a full-featured CV to go with a nice hangar, rather than a compact shuttle-style CV. My two previous attempts at this were...bad. Also, I'm a huge fan of the stupid Star Trek carpets in SPAAAAACE aesthetic, so there's definitely a bit of that going on here Auroris http://steamcommunity.com/sharedfiles/filedetails/?id=1212774826 Spoiler: A handful more pics
Hi guys. Thought I'd stop by and show my main CV effort for A7. It's the Purple People Eater . No, I call her The Physeir Starfarer. Class 8 Mobile Base/Exporation CV with moderately decent defence. Although she's not really for PVP, made solely out of basic steel to keep costs lower - though there's always the 'replaceblocks' command - and no sentry turrets. Now available for weekend tours at: http://steamcommunity.com/sharedfiles/filedetails/?id=1203348222
JP Astronautics Fleet Most still have some painting to do as I never finish View attachment 34396 View attachment 34397 View attachment 34398