What did you do in Empyrion today?

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

  1. Slipstream

    Slipstream Captain

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    You know you may have a problem when you have to install maps to aid in navigating your ship.
     
    #9561
  2. Sephrajin

    Sephrajin Rear Admiral

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    Or it simply is an indication that you build too large/complex. ;)
     
    #9562
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  3. Slipstream

    Slipstream Captain

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    Heretic. :D
     
    #9563
  4. Hicks42

    Hicks42 Rear Admiral

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    #9564
  5. Slipstream

    Slipstream Captain

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    The MV Valley Forge nears her launch date. Shakedown cruise has been completed, although her warp drive has never been tested.

    Crew facilities are in place, with the ship's engineer having outfitted their quarters. Medical Bay, Recreation Room, and Pilot's Ready room are complete, awaiting final provisions. The ship's agriculture systems are complete with 180 growth plots. The Factory sector has seen the installation of an ISO-9001 compliant storage and production system.

    A few days, and she will launch on her maiden voyage, departing the Mesa System for the unknown. Bon chance!

    upload_2018-1-7_10-45-25.png
     
    #9565
  6. Jenniphurr

    Jenniphurr Captain

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    Aww thanks! Yes I remember that! I do have some plans of redoing a handful of my military ships. Hicks, Ripley and Ferro are all scheduled to be upgraded in the near future!
     
    #9566
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  7. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    Ow... that might be a bit on the wuss side for trying to MP in a Block AND Voxel toting game... in an Alpha State... :(

    I hope someday Empyrion gets Scrambled Eggs with Bacon Bits & cut up Hot Dogs into it, with a side of Morning Pumpkin Spice Coffee... then this looks like a nice cozy digs to eat & drink it in. :)
     
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  8. Kieve

    Kieve Rear Admiral

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    Space Chicken Parmesan. Tomato sauce, Durian noodles, fried Raptor meat, and a nice blanket of Lizard Mule cheese...
     
    #9568
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  9. Robot Shark

    Robot Shark Rear Admiral

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    Today's achievement is a little less dramatic, but one I am very pleased to have completed.

    All my old blueprints are now 7.0 safe in the pilots cabin, and all the material screenshots have been updated in the Steam workshop with their new build requirements (as of 7.0).
     
    #9569
  10. Brimstone

    Brimstone Rear Admiral

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    This should be a thing...
     
    #9570
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  11. Brimstone

    Brimstone Rear Admiral

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    Anyway, I recreated all the signal logic in Kobold, then mucked about testing a "survival pod" early starter base. It's lvl 3, solar powered with constructor, O2 tanks & station, armor locker, storage boxes, fridge, and food processor in a box. Its easily built, the core idea for RP being that these things are ejected with the escape pods to enhance survival

    [​IMG]

    Then I modded my config file after I realized that you can't make plastic in a survival constructor... o_O whiskey-tango-foxtrot...
     
    #9571
  12. Sephrajin

    Sephrajin Rear Admiral

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    The details really make up for the box design.
    I would not have expected me to like it, but the design really supports the mentiond RP aspect.
    And even without mentioning, the RP aspect is shown by the design, so, job well done!
    Very nice!

    If you do not need much plastic, some pieces usualy can be found in POI's (civil in regards of level range).

    --------------

    After settling on a new planet, every proper survivalist starts building a farm.
    You know, just for the basic needs...

    The Space Engineering Association presents the: SEA Greenhouse
    [​IMG]
    [​IMG]
     
    #9572
  13. Pekiti

    Pekiti Lieutenant

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    I spent a little time in the workshop looking over other people's combat SV designs, didn't find anything that really excited me for a pure combat build (I was planning on going after the Carrier/Freighters in Omicron local space). Built a pretty straightforward/ugly variant of my favorite utility vehicle, and for the first time I hit the 'number limit' on weapons. I've never before put enough weapons on a vehicle to have it tell me 'no more'. So, 6 gatling guns and 4 rocket launchers later, I went up and attacked the Carrier, who always seems to hang around within a few hundred meters of the trading station.

    To my surprise, it did not launch fighters to defend itself (it launches them all the time if if teleport up to the station from the planetside trading post). A brief exchange of fire with the turrets guarding the aft entrance knocked them out, and then I flew into the hangar bay, made sure I wouldn't fall through the floor, and I boarded it. Not one enemy spawner inside, no defenders. I puzzled out where the core must be hidden, pumped about 6 rockets into its cover block and splash damage blew it up. Happy I took it out, but somewhat of an anticlimax. I could have done all of that with my utility SV, actually. I liked the layout of the ship, though, sort of like a big pipe in space.

    I did learn a few things - I'd forgotten to swap out one of my armor modules for an EVA one, so I had to keep returning to my SV to warm up while I stripped the Carrier of useful loot. Likewise, I'd forgotten to bring an extra core with me, so I couldn't do an easy P-key looting. I've zipped over to the station and parked my 'Ontos' in as much cover as I can, and I'm getting an EVA mod swapped into my suit (and a core) before i go after the freighter.
     
    #9573
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  14. SirKnumskull

    SirKnumskull Captain

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    You can't put a core in the vessels (or other regenerating POIs).
     
    #9574
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  15. Hicks42

    Hicks42 Rear Admiral

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    Isn't this only applicable to SMP?
     
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  16. SirKnumskull

    SirKnumskull Captain

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    Good question, it has been a while since I have been playing SP!
     
    #9576
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  17. Hicks42

    Hicks42 Rear Admiral

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    Go look :p my computer is in pieces waiting for parts and my tablet....I can't even install steam :p
     
    #9577
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  18. SirKnumskull

    SirKnumskull Captain

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    Interesting, in SP you can put a player core in but you can't fly the carrier. The infobox says "This freighter can not be controlled"

    And they are nice and buggy as always, moving without power, collision box detached from the visual model and everything! Some things never change! ;)
     
    #9578
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  19. Brimstone

    Brimstone Rear Admiral

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    Yeah, it is still a little boxy for me, too. My main goal at first was to keep it as cheap as possible- it's like 85 Fe ore, and 25 each Si & Cu. Easily obtainable Day 1 with a single can of biofuel from rocks on Omicron. Now I'll work on details. Too bad we don't have animatable blocks- it would be sweet to see the top cover open and the panels unfold..
     
    #9579
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  20. Tyrax Lightning

    Tyrax Lightning Rear Admiral

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    NPCs lack Homers thus can tend to be Blink Tanked to death by the vast majority of SVs. Even my Tyrax Emergency SV can kill stuff like that, & that dude doesn't even have any Hull Blocks! :p

    Trying to run Steam off a Tablet... that's the stuff Techno-Nightmares are made of! :eek: ... :p

    Edit: Tried to sneak a little work done on my CV Build before having to take Mom to a Doctor's Appointment, then hit a bit of a Snag caused by my Info being kinda out of date now...

    Old Info: Max CV Weapons possible was:
    • 6 Manual Fire Pulse Lasers
    • 4 Manual Fire Rockets
    • 6 Minigun Turrets
    • 6 Cannon Turrets
    • 6 Pulse Laser Turrets
    • 6 Flak Turrets
    • 4 Homer Turrets
    • 4 Plasma Turrets
    • 2 Artillery Turrets
    For a grand total Max Weapon Count for CVs of 44 Weapons... but last I remember the Game Code was choking at handling any Weapons past the 21 Count & couldn't function with them right & would act like they didn't exist. Is this still the case, making equipping more then 21 Weapons total pointless or did something ever get done about this so all 44 Weapons can function correctly at once in combat? My info on this is totally out of date & I need Updated on this please.

    Many thanks for your time. :)
     
    #9580
    Last edited: Jan 8, 2018
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