@dpburke2 , sry to hear that. While I don't build anything that large a couple thoughts came to mind. On the off chance you haven't already tried them; a) deep 'pilings' or stilts. Spaced in a grid like a RL setup. Wondering if SI works bottom up, so a comparatively fewer 'base' points might help guide the SI calcs? {thinking of the titan wreck sections} b) what happens if you turned SI off before spawning in the base, then turned it back on? c) likely require a redesign but maybe a base where all the buildings/facilities were clustered into a smaller area, leave out the pad itself then manually build the pad once majority of the base is safely placed? Mention the last as that large deck you can see in my pics above was a quick hand-build. The concrete perimeters are solid but the wood 5x15 areas are 'floating', supported by their sides contacting the concrete. Last thought: the devs were having Si issues w the Titan wreck sections early on in experimental 8, then they fixed it. Might be worth asking the mods if they can find out what was done to correct the problem? Hope you find a solution or a workaround that isn't to hard to live with
I made sure to do various tests, and also went into a survival game to dig out some ore veins, and it worked pretty well.
Maybe we could have a new series of blocks : SI support blocks ? Maybe the "trussblocks" could be fit for this task ? Players could make long stretches of "truss blocks" under other blocks (concrete/ steel/ glass) and they would act like "ground" for double/ triple the normal 12-blocks limit ?
That would be a very nice & significant improvement. But I think it's the Unity engine that's the root limit. 7DtD has the same basic limits and there were a lot of folks there pointing out that they 'should' be able to span far greater distances. Really hope Unity has this on their to-do list. hmm. comes to mind that I think I ran across a 'bridge block' in the 7DtD Ravenhearst mod that was supposed to allow greater spans?
It can also be a "voxel package" with proprietary physics, but that's a secret... Well whatever is the "limiting" factor it all rests on values, and these can surely be changed somewhere. Maybe just having blocks with much greater limits and lower mass could do the "support" trick for bases. For moving ships that's another can of worms...
There's always hope. Voxel-based games have evolved tremendously since Comanche (1992) and their current popularity suggests to me that they'll get better because that's where the money is. The larger maps in EGS are a case where a game engine limitation was overcome. The new, more detailed terrains and the large bodies of water make me crave bridges and causeways and such. A London Bridge-style passthrough base would be a pleasant sight - or site.
Comanche - that was cool back in the day After playing simulators such as 'Their Finest Hour', 'Secret Weapons of the Luftwaffe' - 'Comanche' was refreshing and gorgeous sight to behold. Sadly, as a game it was pretty repetitive and shallow after the initial technical amazement.
SWOTL is still on my rig. It has to be run under a DOS emulator but, it's still a hoot. You're right about the gameplay in Comanche, once you moved past the wow factor it was pretty forgettable. Someone must have loved it because they published three or four sequels.
Day 2 of Moria / Shadow of the Mountain / Labyrinthian / Dwemer base: Changed the front door to have some "runes" on it: And the first part of the interior. An obelisk of pure "Aetherium":
Minimalists meet Moe. Despite looking insane it's more stable than 99% of SVs. Just don't let the spiders catch you! LvL 3 Copper: 64 Iron: 52 Silicon: 49 You can omit the side thrusters if you don't mind drifting your HV.
Today I have been working on a few things, server related and also I cannot get enough of working on Atlas-X! So time for a progress report. Exterior is shaping up rather nicely and I have also found myself starting to get the interior layout set. I guess making it easy to navigate and give some playstyle options. Also I have the O2 fully pressurized and worked on the cargo module area. For those what want to utilize the modules that option is there. But for those that don't I have also sealed the module docking area to be a makeshift SV hanger when no module is inserted.