... *Is mezmerised by the sheer badassery...* Someday... i'm gonna need a metric crapton better a Hover War Tank Design... this badass highlights how obsolete my last one is by now... No deal. We're gonna mercilessly bombard ya with Praise till ya're buried in it if we damn well feel like it!
My first attempt at building a military CV. Thanks to the color palette feature I finally found a military green.
The Palatin of the X. Legion grows slowly...Material Gathering from several POI's keeps me moving back and forth...finding the limits of my HV in terms of carrying stuff...almost 70tons for now without dragging his arse over the Sand. There is a work around if you loaded A BIT more - 178 to - ...activate Conn. Toolbar, put, i.e., the T1 Generator and the Furnace inside, hit T and start moving. The weight is the same but HV actual can move... in a fashion. Btw., new images with a full Moon climbing up That was the Sunset - The Aliens on the right know which Doom is lurking close by
Phase 1 of Temple Site build - Gatehouse: Marble will probably change Main structure will fall in behind:
@ravien_ff The Polaris POI comes along nicely and a wonderful setting inside the sandstorm. Eager to explore your scenario when finished! --- On my side I'am finishing the AS Scarab, nicname "Beast", while working on a mobile baseship, a freshly "acquired" and then transformed freighter by the scavangers... Another tribe so the hull colors will be blue and yellow. Albatros could be a good name for her. I also want to test the new volume/weight system with this ship. Scalewise it will be between big and huge but hopefully fitting to @Vermillion s beauty, he is working on. Somethink to battle or escort maybe. I really love what you are creating there and the energy you put in the details is fabulous! SV Hangar Midship Gangway Spoiler The beast is done on the outside, a few little changes maybe... AS Scarab (left), Fighter Dragon (down right) and for scale jrandalls Merc-MX5E (up right) from player level Spoiler entryramp behind and protected by 3 mounted plasma cannons, Thrusters and rockedpods got a bit of front armor Cockpit Spoiler Corridor to cockpit Spoiler Here you find a constructor, O2 tanks, 3 ammo controller, 2 of the generators and warp fueltank Passenger area with medic station in the back. Spoiler So a team of 6 can comfortably get into battle and plunder in up to 3g with the AS Scarab (4 seats) and as escort the fighter Dragon (2 seats). Cargoroom Spoiler viewed from the stern. Opened service hatches (bottom & ceiling) and armored entry ramp (back). Behind the viewer are service and loading doors, protected by a force field.
Wasn't the laziest myself..of course not as fantastic in building as @jadefalcon 's Alpenfestung...more like Massada
I'm working on one of my POI to update and extend. I made it a while back for a faction, and lot of new stuff landed since, and it is already getting old. Built to be a drone base and I always felt this should have a basement, but the shape was unfavorable for that purpose, and now thanks to the filler blocks I have a way to make it happen. Some fun to use the new block shapes, I like to explore the new possibilities. The work in progress basement. I might place some boxes and plants to this corridor to make not so smooth to clear out the enemy.
Well, it's pretty much official then i guess... i'm hooked on this game Started out in Alpha 8.6 (or 8.7) and this is what steam currently shoved me..
So, I've been out of this thread for quite some time now and I've been missing a lot of great stuff it seems.... Just popped in to inquire a bit, have any of you guys been to the Elders Tomb? What you make of it? Want more like it? In fact @H.P. Strangelove lava cave back there just gave me a few ideas for others....
W/r/t caves: very easy to do with a modified debug drill. However, you will encounter pretty severe terrain draw distance clipping in certain areas regardless of what settings you use. I suspect this is part of the reason why Eleon have stated they need a new procedural method for generating caves. I tried to make the best of it by letting the sun clip through the terrain to create the illusion of deeper caves - but really the terrain just stopped rendering beyond those points. Occasionally it does produce some pretty neat effects though.
As marvelous your work is...the rendering of distant Terrain is real issue in (not only) EGS and sometimes hampers the best efforts. I remember the days I played on Private MP-Server. They always complained about severe performance issues because of all those Tunnel Rats drilling out sub-Terrain Bases and cutting out caves. For me all those high level of Detail comes for a Price - a Price many here are unwilling to pay.*sigh*
When Subnautica was in Early Access they allowed players to deform the terrain originally. You could dig out subterranean bases, etc but it caused all kinds of performance issues and headaches and they eventually did away with it. That was just for a single player game. The ability to modify the terrain does come at a cost. Going to be interesting to see how the Eleon devs handle it.
I am sure that is one of their main goals. IMO that is also the reason why they want to advance towards a more up-to-date verison of Unity.
I'm taking another swing at a functional cargo SV, with an eye toward future-proofing the design as much as possible. While still made of regular steel, this one is somewhat more durable than the previous one I showed off some time ago. It clocks in at just over 68 tons, and can comfortably lift 4x its mass in a 1g field, courtesy of the 6 M jet thrusters (nominal cargo capacity is 25k). I'm also rather pleased with how the maneuvering thruster pods turned out. The blue hemispheres all over the place are notionally where I'd place shield generator emitters (with at least 2 per direction), while the radar is a stand-in for a proper sensor system (if we ever get one); maximum power consumption in atmosphere on a 1g planet is 37%, so there's enough headroom for a decently powerful shield system. Also, this ship features rear-facing missile tubes (not active at present due to the current inability to fire fixed weapons in any direction except forward), with the idea being that this would allow the ship to defend itself from pursuers (given its rather low maneuverability, especially when carrying a full load). I think the structural and systems work is done at this point; all that remains is the texturing and painting. . . .
Yes it's an issue and not just for Empyrion, like others already mentioned, in Space Engineers it was a problem as well even if for other reasons Anyway, it's only a problem if done in game, doing it using the filler blocks is different because the caves become part of the landscape from the beginning of the game so you never have the terrain change on approach issue... I'll try and see if I can do a few caves you guys can use as bases later on in game I have an idea for a digging site that can be somewhat like what you have, albeit smaller, POI restrictions and all.... Anyway, have any of you guys explored the several dungeons in Empyrion already? What you make of them? What we need to add or change?
WIP Report of the Palatin - as the need for Food was getting real urgent I had started to close all open Areas...only to be stop short of Silicon an ONE DAMM Window! Well, took HV, moved to Polaris, removed all their Ore Nodes they were sitting on, exchanged loot against credits and bought a dozen Plants for it. Saves Material and Time at home. I "bought" also some Humans. End is well, All is well...