Spent the night working on the hacking POIs and testing them in-game. Found out that explosive blocks don't destroy non-damaged blocks on admin structures, which put a little kink in my plans but I worked around it. Added "Unknown Signal" beacons to some of the orbits that show up at a long distance and have some hacking sites nearby: Also added similar beacons that have some of the destroyed ships as a graveyard. Trying to add some stuff to space that doesn't require random luck in finding it.
Nope. Did not work. My PC rather complained not having enough RAM to continue and shut off Empyrion instead
Eek! How big of a build are you trying to do? Maybe if you post the blueprints I can do the copy-paste for you.
And how should that work? I wanted to "move" the Eagle on top of the monument and transform it into a CV
Landed on the barren moon of Neelesh to mine promethium and refuel. Later on I''ll explore the orbiting swamp planet:
Entire BP transformed into a CV. I removed the statue because statues aren't valid on CVs. You'll have to reset the settings on the lights though since those don't get copied over.
Note that the orientation of the CV is such that the top of the monument will be the top of the CV, and when you spawn it, forward will be the forward direction of the CV.
Built the Water Supply-Way 130m below And, after feeding all kind of looted stuff in the BP, spawned in the AUGUSTUS to continue Building this Massive CV
As usual, I have trouble focusing on a single build. However, today I took advantage of the fruits of my labors with power studies. Made good progress on a 7500 CPU (or less) replacement for my Green Darter -- one of the BP on my workshop that I marked private for the moment. With the help of a spreadsheet that included formulas based on the power studies, I worked to preserve as much as I could. Unfortunately, when reducing CPU from something wildly over 7500 CPU, sometimes it is a struggle to hold onto the original performance. The unpainted proposed replacement drops from 50+ m/s^2 side in all six directions. Side will only be 30+ m/s^2. Front and top about 20+ m/s^2. Bottom will be 50+ m/s^2 and back 60+ m/s^2. There isn't too much I can do about that if I want this under 7500 CPU. However, I will gain standard operation in 2.0 kg/m^3 atmosphere with without redlining. The original had a gimmick to shut off half thrusters, but otherwise the original couldn't handle extremes in atmospheric density. This one can leave those thrusters on, or shut some off to push the envelope a bit further. Plus, the new one can fly a couple minutes longer. And because the large thrusters have a low density, the turn rate actually improved as well due to being approximately 30 tons lighter.
Jumping to another project. Don't know if anyone here remembers way back when I started on some container transports. Anyways, I had started them back before mass and volume. When I was going through a simplifying my collections so that perhaps someday I might actually finish them, I chose to keep the container transports instead of dropping them. My problem was then that mass and volume changes what is practical significantly. At the time I had fitted a spot for the ZeroG-Module-Cargo, I had also found another container built to the same dimensions and doors on the ends in the exact same spots. So there was going to be two containers. One sweet container for RP by @Jenniphurr's module, and another with tons of actual storage. But now things are so very different. Jenniphurr's container is still sweet for looking like a real container, but the other one is no longer practical due to mass and volume. So upon a little reflection, wondering what to do so there was another choice, decided that I would completely rebuild the Fledgling SV. Shrink its container by 1000 SU to buy back some CPU to make a larger version that should work with mass and volume.
Working on the Deep Core Mining Facility. Here's a dark hallway. Everybody loves dark hallways right?
Could totally make a PvP arena too! Think I should add some to my scenario? It would require POI regeneration to be enabled or a manual playfield wipe to reset it since instances can't be used in random scenarios but I have some ideas how it could be done as a deathmatch type thing.
I've been taking a break from working on Nexus Station. I didn't feel like rebuilding the hangars so I'm working on updating the forklift/cargo sled and I built a heavy industrial tug for working around the station's exterior. I'm still tweaking the last little details. Spoiler
Finally finished work on an SV I think is worth showing to you Design Geniuses. The concept is of an intermodal cargo ship based somewhat on real world logistics. Intermodal , if you aren't already aware, is the concept where a cargo container can be loaded with products once at the start and then be transported via ship, rail, and truck by simply moving the whole container without having to unload its contents into another container whenever mode of transport changes. For my in game concept, I imagined that the need for cargo truck like star ships capable of picking up and delivering of whole containers to destinations with minimal facilities for handing cargo would be a thing as humanity expanded outward. The spaceship would need no elaborate equipment for cargo handling at its stops as it would come with its own for hoisting up a prepared container into its belly. Delivery would be just as simple as the ship would just hover over the predetermined location and would just lower the container into the spot. Once done, the ship would go, leaving the container behind to be unloaded at the receiver's own leisure. For gameplay purposes, I just wanted an SV cargo ship able to carry a large enough load (I can haul about 800 tons or over 40000v) so I wouldn't have to make as many trips when stripping down a POI for its componet parts. In the design I wanted to achieve a few things: 1. give it a sense of feeling like a space going version of today's long distance interstate trucks. 2. make it appear as believably functional as possible 3. make the containers look as much separate from the body of the ship as if they really could be detached in game play. Here it is: Close ups showing more of the detailing: Spoiler Wanted the effect of large cables running along the top and connecting to the containers Interior Shots of the lower crew quarters: Spoiler You can see a bunk bed on the left and a table for two on the right. The ship is designed for a small crew of 2-4 (with "hot" bunking). The door in the rear leads to a lavatory. The sloped ramp leads up to the flight deck on the upper level Interior Shots of the upper flight deck: Spoiler Pilot with Navigation/Communiction and Engineering workstations behind. In the rear of the SV, nested in between the engines is a two level crawlspace for access to the generators, etc. Spoiler As you see, the space is small. My concept is that it would not normally be accessed in flight but instead provide access for maintence while in port Pardon for the lengthy post but since this is my first time presenting a ship I've designed and one I am proud of and really spend a long while working on so many small details I really wanted to show it off to you guys.