So Copy Paste IS already Live? For the Topic: Oops, meant to report this last Post... managed to finish the tweaks & fixes to oops in Block & Device Placement & get it cleaned up, have Painting & Texturing partially complete, & used a dummy Base to try to figure out Motion Sensors & have that part done & partially set up on my CV... I'm unsure what it was I did on the Dummy Base that got the Dummy Motion Sensor & Dummy Ramp to actually work... Is there any info available on this to help me learn Logic Circuit Force Powers? Especially the one I tried that somehow worked even though I dunno how it did, I think it was called something like "Set/Reset" or something like that...? I miss Starbound's simply Wiring the Device to the Logic Circuit together... was much simpler for trying to figure out how to directly TELL that Device & THAT Logic Circuit to work together. I still have no idea HOW to directly for sure tell a Motion Sensor & the Devices I want it to control to work together...
That may work indeed, but having SV to fly that high is kind of defeating the purpose Having a docked long HV, on the other side, is not. I'll try it, thanks!
Praise Arceus. This is my first actual Confirmation of this. Still suffering consequences from that past Empyrion Life crash even after all this time.
@Spirit_OK similar to Razorwire's idea; try building a CV or two in similar dimensions and then stacking them on top of each other or on top of your... sizable base. Great idea, HV in space in no time.
What are you looking to accomplish? The logic section in my UrgiVersity (https://empyriononline.com/threads/theurgists-advanced-design-guide-urgiversity.25638/#post-185648) design guide may help, but then again it could end up confusing you more. I've used multiple methods to set up automatic hangar doors/landing ramps, from the most basic that responds to ships and players: Sensor active = Doors open, Sensor inactive = Doors closed (FOLLOW) I also saw a more recent 'secure' version for servers: The doors open in response to ships anyway, but don't always close, so all you do is wire up the closer door option. This one will not respond to players walking close: Sensor inactive = Close Doors (Closed) So far the only application I've done that needed a Set/Reset Latch was multiple bridges wired up so entering either causes thrusters & rcs to be turned on and when you exit the bridge it would turn them off. It's disadvantage was it could be triggered incorrectly in multiplayer. My Rexar Sol base has a motion sensor door system that can be 'Locked' from the control panel, and shows an appropriate colored light when you approach the Scan Zone, if you see Green, keep going. If you see Red.. computer says No.
I blame this forum. I am supposed to be finishing my existing concepts, not adding more ideas. Especially not a large SV!!! I am telling myself now that I can only build one of these. And I made myself scrap a couple other concepts I had "scheduled" to make room to add a large SV to the docket. Mostly though, I blame this forum for this. Option A... is no good. Did lead to the drafting of Option B, a superior interpretation of the same general concept. Option B Option C... might have more acceleration than B, but the thrusters were taking up to much of the build. What is the point of a large SV if the whole thing is occupied by thrusters, fuel tanks, and RCS? Option B is already losing a lot of space to the engines. So, I drafted up an Option D that would have more traditional placement of the thruster jets, and thus the most efficient placement of the thrusters of all these proposals. Option D Now to pick which to build. I was thinking of calling it Jay. Sure that might sound like an odd name for a large SV, but I was thinking among the flaws of large SVs, a few of them would be solved if the Jay had a companion CV offering me a place for a medical station and CV turrets, but mostly for the jump range of a CV warp drive. That is why this concepts include scaled representations of large CV blocks to measure some elements. The CV would be called Helper. I don't have any doodles of what Helper might become, but I was thinking they would be Jay and Helper like the bird. Dang... it occurs to me that some of the top concept might not be plain to understand. I am not planning to totally seal those thrusters in. I was just thinking of trying something a bit different than the norm. Hmm, here's a picture of something I have done on a WIP that might illustrate what I was thinking.... Had to load the game up. The previous screenshot I took before was of the whole WIP to show scale and doesn't show the thruster arrangement too well. Now to go find my Pelican so I can actually start finishing some of these BP.
For my application my Ramps leading up to my SV/HV Hangar for HVs to drive in & out of my Ship with is a stretch of Ramp Top & Bottom Hull Blocks ended with a team of 3 5x3x3 Ramps I want to open & close all together as a Team activated by a Motion Sensor hiding in the underside behind the Ramp opening & closing space & its Sensor Range extending out maximum outwards & with a significant but not huge amount of Radius around, (Think the Numbers end up reading something like 16, 6, 6, 7, 3...?) & the Ramps are closed by default partially so they don't stupidly make targets of themselves needlessly & partially so they aren't extended out during Flight getting banged on stuff as I drive by. When I drive a HV out the Sensor detects it & extends Ramps for HV driving to transition from driving off Ship to driving onto the ground & can then be on the way... the Ramps auto-closing to avoid staying Targets needlessly once i'm off cause i'm back outta Sensor Range. When returning I want the Motion Sensor to detect my HV driving back in & extend Ramps to receive me so I can use them to drive up onto the Ramp Entryway then back through the Hangar Doors & into the Ship to load up then when no longer still on the Ramps retract back in. Hope I explained this good enough.
Today, I applied a server wide PVE event for the population with the "Aliens invading sectors and planets, every hour they they remain, the aliens spread to other planets and sectors." The goal is to take out the flagship or all the bases. I custom wrote all this and with the help of a few admins understood the ability to spawn custom POI ships. ---- Some screenshots of the server players working against the Aliens! -- ----
I am truly amazed at the number of 'likes' received, and by people I recognize and whose talents I respect. While I was proud of the project which is why I posted it, I expected maybe one or two 'likes'. Now I'm a little afraid to show more with expectations raised.
Clicks like again.. Whups - sorry. No, really. It was work deserving of a like. Anything expressing true creativity, even if non-functional, deserves praise.
so was ANYONE a fan like myself of episode 8 star wars ships? this is a work in progress but and for thos who seen episode 8 know the weakness of this ship, to keep it canon, this ship has the same weakness, i put the core there so if ur lucky to bomb it the core will pop
Okay, got the interior sorted out for the Pelican. I actually took the paint tool and marked blocks for the where the walls would be. Space was limited. Dividing the space before trying out the placement of beds, etc. sure seemed to help me get in more than I was thinking would fit there. Now to finish up with texture and paint tools. Doing the outside will be easy. The outside is very symmetrical. The inside not entirely symmetrical though.
I made a nifty little fighter for Jenniphurr's challenge: Introducing Vision: Steammmmmm linky link: http://steamcommunity.com/sharedfiles/filedetails/?id=1296689418
Rebuild my old argus array fully workable as a base http://steamcommunity.com/sharedfiles/filedetails/?id=1296558168 image from google