Thanks! Yeah that's what I thought too and yeah, she got her fair share of hate by now LOL! Rear thrusters on that one are giving her 125 m/s2 acceleration so it sure takes off like a bullet.
Greetings. This does not seem the right place to ask this, but I am having trouble finding a better place. Here is my issue: I am working on a blueprint for a SV with an interior, with some features having internal and external access. I have two switches which I would like to use to close all exterior access doors, and retract aft access ramps, while the aft access doors and ramps already exist on their own switches to open and close them. Now, I have the aft access functioning as I would like. But the switches I would like to close up everything... Well. I just can't get these to work. No matter what kind of gate I use, there is some or other position where they just won't close things. I have tried setting up gate series to get the desired result, but I just end up getting confused. The issue I seem to be having is that the only available switch is just that... a switch. If on, it stays on, and interferes with the other. Some kind of button would be better for this, but the problem there is that buttons are not in game (yet?). Is there a way to set up a circuit that will, with two separate levers close all doors regardless of which lever is thrown, and what position the other lever happens to be in, as well as include the items already on their own levers? This seems like it should not be so complicated of an issue, and yet it has me completely stumped.
https://steamcommunity.com/sharedfiles/filedetails/?id=1419519282 Hello everyone! Allow me to introduce my new heavy fighter - FA-37 "Enigma". This fighter, designed to attack fortified positions (mostly nps, but who knows ) is made only of light armor, due to which it received high mobility and a small production price. Armament consists of: 6 machine guns, 4 rocket launchers and 4 rails. Inside there is a full complex for survival. I hope you enjoy (EA means - Earth Alliance)
Hello friends, and it's me again: D In addition to the new CV North Star, he made a fighter, meet - Samum.
In what configuration? xor the doors I wish to close then have the other side of the xor an xor on the switches?
After a long hiatus from Empyrion I decided to make a tribute to my favorite ship from Star Traders. Full credit to them for the design, but I loved it so built this... https://steamcommunity.com/sharedfiles/filedetails/?id=1426696339
A rework of the SV_Prefab_Tier4 ... https://steamcommunity.com/sharedfiles/filedetails/?id=1184524144
Intrepid level 7 starter SV Iron, copper, silicon only. Warp drive, warp tank, and constructors left off so it can be built before going to space. Spaces for each left open - warp drive goes in the front 'hood'/engine area, can be mounted by standing on the hood and looking through the open blocks. Warp tank inside near seat, marked with W T. Constructors in the rear interior, marked with C1 and C2. Can cruise full speed underwater, but the depth is somewhat limited (has a floating flare about 60 blocks up, allowing submerging about 30 blocks). Added this so I could easily zoom around underwater to find pentaxid on starter world. 4 Gatlings, under ramps. Not intended for any serious combat, it's just standard steel and vital / explosive bits aren't really protected. Also thrust values too low to reliably dodge fire. Roof shutter for launching player drone from inside (stand behind cockpit while looking forward to launch it easier). Cargoboxes, fridge, etc., all the usual stuff inside. Sensor opened doors/ramps (shutters for doors 'cause normal doors are level 10). Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1437822941 (updated pictures on workshop) Spoiler: More Pics & Stats Screen (constructors in above pic not in the blueprint)
I just realized that I never uploaded my starter biplanes. They're ridiculous, but actually work pretty well for cruising around a planet at low levels. Here's the barebones L.7 starter version, which has an oxygenated interior with nothing but cargo boxes and a fridge, but has room for a constructor, armor locker, 02, etc. It's pretty dang cheap to build, 256 iron and less of everything else. https://steamcommunity.com/sharedfiles/filedetails/?id=1442449158 And here's the upgraded warp version, which loses the interior space but has outside access to cargo boxes, fridge, constructor, armor, 02, etc. It's also L.7 but requires 122 cobalt, which might be hard to get early in the game. https://steamcommunity.com/sharedfiles/filedetails/?id=1442454135
I've upgraded and rebuilt Intrepid-SS7 (from above post) into a level 10 combat SV. Hardened steel, 4 gatlings / 4 rockets, 44 thruster jet S. Seats 3. workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1444331474 blueprint attached below Spoiler: More Pics and Stats screen
Hello! My new SV - Nebula ST Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1448870682
Es war mal wieder Zeit für was Neues, mein Solowarper gefiel mir nicht mehr. Also gibt es jetzt nicht Han, sondern WARP SOLO Ein kleiner bissiger Scout für nahe Planeten: https://steamcommunity.com/sharedfiles/filedetails/?id=1474564294
I made this SV as an anniversary edition with the intention of releasing it with the Anniversary patch. EDIT: just realised railgun limit was exceeded so swapped 2 for homing rockets I never realised this was a page to submit your work for possible use in game xD So here I will upload it so that eleon may use it if they wish and perhaps maybe release it with anni patch haha, too hopeful there methinks, but she is a worthy ship, check her out. I will release my copy with the patch anyway. The EGS Copernicus 68 tonnes size 1 Long range, warp, survival, combat, transport ship. so yeah it is multipurpose. 2 cockpit seats and 4 passengers. -All thrusters are exposed. -4 independently ventilated rooms -automatic lighting and doors throughout with a master LOCK VESSEL switch in cp to prevent external access and lock all passenger seats which are btw set as public 0000. -fully accessible engineering section with access to all thrusters fuel, o2, core, warp drive if remove a ceiling panel. and also some levers in there for the gens and core. Reverse thrusters accessible from the roof. -entry way is a 4 man seating area that can easily be converted into large cargo storage. -Vessel has all survival gadgets + 6 rails guns and 2 miniguns making it extremely effective against turrets. -Control panel is setup with power management in mind, switches to turn off the power to spotlights ventilators(lifesupport) survival devices and a 3 speed power system for flying the vessel allowing the player to select speed 1 only for extreme power save situations and non combat journeys also great for docking procedures with speeds of 10m/s2 all round, good if you want a slow lift off and clearance before engaging other speed settings. Speed 1 you will take off very slow speed 3 you will take off like a firework Speed 2 is a medium setting with 21m/s2 all round so its more a "im in a rush" setting, will also be useful on higher grav planets as speed 1 may not be enough in some cases. Speed 3 for combat or evasive situations so that means switches 1 and 2 and 3 all need to be active and this results in speeds of 41m/s2 lateral forward and lift. Speed switches to be used in the following combinations in case it is not clear 1 12 123 WARNING: master thruster switch should never be used as my speed switches speak to RCS, and if you turn off all engines with the speed switches which you should do ! and then use the thruster switch by mistake, you will have full power in all directions but no directional control of any kind and if you don't realise this mistake you will think ship is broken haha so rule of thumb with this ship you never ever ever should use the master thruster switch. Stats at full power: Enjoy !