Have tried to give the (BA) Corp. HQ LvL 15 a refit according to A9.x requirements...not overly exited about the results but lets face it, it won't be changed back to pre-A9 standard. Was a bit of a pain to remove all those labeled Cargo Boxes..but I used this opportunity to enlarge the Repair-Workshop, removed one Furnace and replaced it by a Cargobox Cluster. Oh, well..
There must be something else in the Oasis Biom on the Arid Planet that is invisible..from time to time I get stuck there, when using the Harvester Module you can see it works on a tree of some kind...just cant figure out which type it may be as all types seems to be there
While scratching my head how to position those new Containers I went over to the small LvL 5 Starter Base to remove the Turrets but keep all other ready for use. After a few minutes I noticed that the Cargo Containers were actually not very large and I would run out of space fast. Soooo...within the original size of the base I extended the interior a bit and cleaned up the "lag shot Armor" I had as some kind of place holder there. The result is now a LvL 7 Starter Base (Container Controllers) and a Ammo Control box instead of the former large one...and some other changes.
Finished up the light cargo / HV hauler CV I was working on, ended up looking far better than I expected. Also made a box to go with it. It's got about 175kL storage and can lift around 1.2kt (can lift and fit a full 64 stacks of the densest ingot - cobalt), along with whatever HV's are docked. No warp drive and it's made of cardboard (about 400t empty mass). Has a few guns though. It's basically a HV carrier tha can hold all the ore you mine, and transport it back to a base. Wanted to put a warp drive, or atleast have a slot for it, but warp drives are so darn big that it just wasn't feasible on a 3 block high CV. And the Box to go with it: Box is special since it's a HV, you can load it with heavy stuff and the mass won't transfer to whatever it's docked to - mostly made this cause I'm getting sick of the texture that cargo extensions are fixed to. It's sorta mobile when empty, 2 m/s in any direction and hovers fine on 4 engines, but it's meant to be docked permanently. There's 1,200 tons in it from 2 objects in this pic. Spoiler: A few more pics edit: now posted on workshop, links below CV: https://steamcommunity.com/sharedfiles/filedetails/?id=1595659251 storage box: https://steamcommunity.com/sharedfiles/filedetails/?id=1595678758
I was concerned about how the spotlight would illuminate the ground. This was the effect I was shooting for.
I was curious. Apparently you can build the HV parts called for in the tutorial / Robinson Protocol, and instead of using them to build an HV dump them into a factory BP. When I spawned the HV, I had to shut it off and then turn it back for the protocol to finish -- and move on to the next part for base building. Now that did require me to place the starter block and a few wood blocks, but otherwise I was able to repeat the remaining process by throwing the generator and fuel tank into a factor BP. That answers my curiosity on whether using the BP factory would "crash" or work with the Robinson Protocol. Strangely, my factory BP came with a couple extras in the container. That surprised me. However, it has not happened since with the next factory BP spawned into my survival game. I am trying to remember if it was exploring with the bike or if the protocol sent me out with the HV. Can't recall. Anyways, turns out there was this cool looking abandoned base that I used initially. Added a couple medium cargo boxes and made this my staging area to deal with the limited cargo of my HV. I think it took 10 charges with the T2 hand drill to remove all the dirt from around and in my current base. The area was quite hilly, so I chose what I thought was the best hilltop to spawn my base from the factory. Turns out that I forgot a wireless when I updated it for alpha 9. I was sure I had put one in there.... Oh, well. Glad I made sure that was one of my tech tree unlocks. Getting some more good experience with the new containers and logistics. Even turned on the weight system. I had done a refit of my Steamer Duck, my favorite starting HV. For a moment I thought there was no impact on the mass of my filled HV, hitting 14 m/s^2 as I made my way back to base with another full load. After I emptied the HV, that jumped to over 20 m/s^2. A reminder that I had given it some new thrusters to push the acceleration up to where the Steamer Duck could serve my needs for early transport of resources mined by hand. Learned that I will want to balance medium containers with the CC and CE solution. The CC - CE combination might have great capacity in volume, but currently has limited slots. It was great for the input/output of my large constructors on the base, but it was filling up the slots too fast. So I added a couple medium cargo boxes, with 16 kSU each, these allowed to move the finished products out of the central container, freeing up some space.
There's two versions of the sloped spotlights. One sends the light beam out at the expected 45 degree angle and one sends it straight forward, allowing you to have sloped spotlights that shine their light directly in front of the craft (or whatever cardinal direction you need)
I know, the spotlight was a sloped one that is aimed at the ground. Putting spotlights on the sides would not have had the same effect.
though my ships have the spots rotated 90 degrees to what you want and pointing directly ahead, you could surely place spots in the position you need to give ground illumination using the sides of the ship, perhaps making a small mount for the light even. I see though that the shape of your vessel makes that a little awkward, what about underneath toward the rear ? could you possible embed a spot into the floor with maybe half a protective cover of some sort over it ?
@Robot Shark I was thinking maybe something like this. With a choice either shutter window or regular window as a cover. You could cover it with combat steel and it would still work but obviously not be realistic
Gave the CIV 1 CV a bigger brother. It is still a small CV and still aimed at mining but has a reasonably sized HV bay. The entrance to that bay has exterior sequential flashing lights that trigger when the hangar door and ramps open.
If someone like to know: The Starter Base Lvl 7 has several Cargo holds - 2 Medium Container, 1 small Container , Ammo CC(larger Capacity than a large Ammo Box) and 2 CC for Raw and Refined Material with 154250 volume each. At least the most important Devices are in this little Base. Current "Relations"
once everything bug wise is fixed ill be back i dont want anything to break my new builds, im also retiring AEGIS and starting a new faction focused around logistics
Let's make sure the devs know of our desire to craft that deco or obtain them somehow. (trading perhaps? Would give an incentive to befriend the Talon. And/or allow you to core a village and multitool the deco back?)
I'm glad to hear you'll be back! They mentioned that part 2 of Alpha 9 should be out around the beginning of next year so keep an eye on the news then.
playing around with the only finished shield helicarrier in the worshop, lucky me i built a quinjet that was ment for my helicaarrier i was planing on making till i lost the file, size class 61 so sadly unplayable but sexy to all living hell! i plan to make some corvette designs and frieghters for my first time back and maybe some SVs but i cant even play the game the way i want to with the CPU limit and weight limit so i plan to wait to play any survival