CPU limit isn't active yet. We don't even know how it will work yet so I wouldn't worry about the CPU thing yet. Weight limit though, absolutely a work in progress but yeah I get that you have to design around it now.
ah ok, and ya the wieght limit not a big deal for my building side but for if i want to go in survival something ill have to get used too, it was hard enough soloing to get my first HV in 8.0, now another step lol
Point taken, this is what I came up with. I think I am going to keep it. With small CV's I always want to allow the player to see the ground while they are in the cockpit, without having to resort to 3rd person mode. This way they can avoid ground obstacles while keeping immersion. I think this will work, so I am going to update the un-upgraded versions I posted in the workshop.
Completely rebuilt my Chick HV. Gave it 12000 SU container. Just because they aren't enforcing the CPU limit doesn't mean I cannot try and see just how big of a HV container I can manage. 7450 CPU. Built it to operate in up to 3 g. On a 2.0 g world, it should be able to carry 16 tonnes and still climb most hills. That drops to 4 tonnes in 3.0 g if you want to be able to climb those same grades. Skipped texturing it so I can get to other BP. Logistics with Alpha 9 had quite an impact on the game.
Today I learned a hard lesson, one I hope everyone can learn from. If you have a "workshop" save like I do, a save that has one of each build you have done... Delete it, start over. The game makes many changes to the blueprints when spawning a blueprint created in 8.0. Changes that do not happen if you have an old save. I spent over an hour trying to replace all the legacy blocks, I finally got fed up and restored the blueprint from backup. In short, if you spawn a 8.0 blueprint in 9.0 you only have to worry about replacing the cargo boxes. If you load an old save... no. Now to recreate my workshop file.
Screw that, too lazy. This is exactly the kinda thing that's why I just abandon old obsolete Mad Empyrion Science & just make New Mad Empyrion Science in its place instead.
Spaceport project has had some setbacks lately, like spawn size, wrongly places buildings, and more, but after splitting it up into 3 bases, its finally spawnable Its a big project, and to help me not getting tired of it too fast, I am building it in steps, and in between, I make "props" that fit the build. Fuel depot is almost done, freight center and firestation is being build. Main building, that I have build two times now, has to either be moved, or completely remade.. then there still miss hangars, repair center, parking, control tower, taxiways, and more. Little teaser from the fuel depot: Edit: the sides of the fuel truck, is 22 screens. powered it is as on picture, unpowered, its just white.
so got the bridge done today, then i was like, NAHHHHH i hate it, so i scrapped it, and starting over, only thing thats offical is the hull and gun emplacements but this warship will mark a new set of builds for me
Before Alpha 9, I had started giving the Thunder Naiad an outer shell of combat steel. The heavy tank had plenty of thrust and RCS, that changing the outer hull wouldn't be a devastating change to its performance. However, there is now this thing called CPU hanging out there. I cried and moaned over it. Then I asked myself, can a heavy tank like the Thunder Naiad come in at 7500 CPU? I will have to give up most of its performance. Almost all the RCS are gone. One HV jet per side. Only four for reverse thrust. I will have to give up some passenger seating. Bring it down to two cockpits and two passenger seats. The real challenge is space for ammo. Here's hoping I can keep the interior layers light enough so I can drop two rear facing jets and still keep the acceleration that I am looking for. That could buy me enough CPU to exchange for 4 more CE attached to the ammo controllers. It is a complete rebuild of the Thunder Naiad. I am trying to keep it in the spirit of the original, but it is two blocks narrower, one block shorter, and three or four blocks shorter. That size reduction alone won't buy me the weight savings I need. I forgot to verify the run time.... Staying true to the original challenge is difficult. This would a little easier if I skipped concerns about storage other than ammo and only needed to run long enough to get to the target, make the kill, and then go retrieve something else to hold all the loot. To help with aiming the gatling guns up or down, I placed the hover engines a bit closer to the center than the original. This helps compensate for the lack of RCS that way. I even messed around with a switch to shut off one forward hover engine to make tipping down easier. However, while turning off a rear hover engine had some impact on pointing the nose up, the problem is that if I turned both off in the rear then the HV would tip to set the rear down on the ground and that wouldn't give me control to actually aim the gatling guns at a target, but if I only turned off one in the rear then the HV was lopsided and started drifting that direction, making it hard also to control the HV. So I am keeping the switch to "bow down" for now. My goal is to keep it capable of the ramp climb, but it won't be able to do the wall climb anymore. Not that it can't make a vertical climb but because it won't be able to make the 90 degree turn from the ground onto the wall. It was hard for my heavy tank even before.
Had yesterday a unreal experience with Raiding the Unknown Artifact-POI, that pretty floating thingy. Got SWAMPED with stuff like 4 adv Constructor, 4 T1 Gen, 2 T2 Gen, 3 Warp Coils, dozen of Weapons, and approx. 600 CV Blocks....NOW I had to build a CV able to pickup all that stuff! How that dam POI could float with that weight...no clue. I took @Trig BP of that Griphon to carry at least some of the stuff but it soon run out of volume...those 600 Blocks...Oh My! Than I had the idea to spawn a HV to take part in the "carry-Home" Agenda...As I parked within WiFi range beneath the POI and stepped into its cockpit....suddenly something was shooting from BENEATH the Water...2 Alien Troopers where standing on the Lake bed and were un-coring my HV 3 times! Had to go into GM to kill those Buggers as nothing can shoot into and under water...I dug out a hole under him and shot him in the A...! That was One Hell of a night!
Trying to figure out, why my new creation and my Spacedock are now labled red, altough they do not exceed any boundaries or bumb into another. I actually use this Spacedock for over a year by now and never had this issue. I don't want to start a new topic because of this and i assume this is not a bug. EDIT: Never mind, i spawned it in a new creative game and it seems to be Ok now.
Older builds with walkway blocks will red-out due to the split between CV/BA and SV/HV versions of the walkway blocks that used to be the same. As for what i've done today, I built a new SV. It started out somewhat different, then slowly ended up as what I thought it resembled at the half-way point. Which ofc, wasn't what I intended. The FA-030 Instigator
Playing some survival today and finished up my survival Sv . I have no idea why I added this glowing ball . I'm addicted to this emissions texture .lol