Testing some "stars" to be added to my scenario: The idea is to make Eden a trinary star system by adding planets that look like stars. The central sun, and then a red dwarf + neutron star combo orbiting at a distance. Random scenarios now support custom descriptions for space playfields, so I can put info about space encounters in the playfield description: (Yes, those are all space drones.) This is actually a pretty big deal, since before all space playfields would have the generic "the area around <planet> contains an asteroid field". Now I can say "This area of space IS SUPER DANGEROUS!" Hopefully I can get the alpha 10 version of my scenario posted later this week!
A10 experimental is finally public so now I can show off stuff i've done. Here is the second HV bay on the Millenium. This one is on the bottom level (Not including the entry hangar), but i've already shown off the main HV hangar through the door ahead. There's probably no reason to have this many hangars for HVs, so It also doubles as a cargo bay (Hence the crane mounted to rails). Still no lights yet. Need to keep the class size down so I don't hit worse fps issues. This is the entry hangar that comes out on the underside of the ship. As you can see, lots of new block shapes I wasn't able to show earlier. This is the acceleration room. Kinda important to have some passenger seats for passengers. This is one end of the primary industrial corridor that runs along the length of the ship. There is nothing but cargo storage off each side until you get near the front of the ship (not completed). At the rear end it meets up with two heavy freight elevators that go into the lower hangars (They don't actually move) but they've got pistons, and clamps and tracks for the wheels to go in and all that stuff. Around that area is the bottom of the engineering levels where the warp core seperates into a cornicopia of cables and pipes that go everywhere and eventually lead up to the front of the ship through huge conduits under the floor in the above screenshot (under the walkway). This is main cargo bay #02. It's at the rear end of the main industrial corridor and backs onto engineering and is adjacent to the Manufacturing department (other side of the corridor). It's got a crane and everything. And this is the aforementioned manufacturing department. Just some cargo containers and 4 advanced constructors. Here's one of the plasma turbines in the engineering section. With all those lovely copper pipes 'n stuff. A meeting room. A holographic communications room. Mass effect style. So commander shepard can hang up on the council. And that's all I can be bothered showing now.
It's so beautiful! Not sure if you know this but you can set up LCD screens as holographic displays sort of. It's kind of a cool effect.
Last pictures taken before starting A10 Navigation, Command Deck, Admirals Bridge, Helm...you name it
Took a shot at version 10 today, mostly testing out the shields. Also took a gander at the new block shapes but I was little disappointed that there are no new windows or railings. I can see so many new possibilities with these new shapes, I hope that version 10 will load my version 9 workshop save with no issues. Well, I already backed it up, time to see if I experience Armageddon when I try to load it.
Pity the game is not accurate with the effects of gravity... <steps out past the radius of the gravity generator> <becomes a grease splat on the ground>
The game can't even handle it. entering the playfield causes error spam in the console. Doesn't seem to crash the game but for now you won't be able to fly down to it. The red dwarf star, on the other hand...
I've been playing my raider playthrough for the last couple of days. Oddly enough; copper seems to be the mat that is always in short supply. Even Zacosium and Erestrum are not too uncommon (I've been finding a lot of force fields as loot and breaking them down). So I found myself surprised at how quickly I was gaining mats for a decent HV POI buster on just looting. So I went back to my creative save to finish designing the HV I showed earlier and realized something. A small sleek optimized HV does not fit this guy's style (even though there is no real RP, I still RP what style of vehicle and base they would build), he would want something much bigger that had at least 2 layers of combat steel, every weapon, all options (health, clone, oxygen, constructors, etc), and a lot of cargo space for prolonged raids so he could hit multiple POIs before coming back to base. So here is the ARS Atlas. "ARS" because that is a ship designation for a rescue and salvage ship. And this HV does a lot of salvage. And "Atlas" because it carries a lot. Spoiler: ARS-Atlas There is a protected interior cockpit, just no pics yet as the interior is not done decoration and texture wise. Two layers of combat steel in most places except for the bottom which is one layer. But if the underside of my HV is getting shot, I'm doing something wrong. There is a multi turret along with the weapons, you just cant see it because it is retracted. And it holds 64,000 volume in cargo and another 4,500 volume in ammo. This is with volume and weight turned on. There is a lot of room inside, I could easily get more cargo inside and I'm not 100% thrilled with the texture job, but I'll probably wait until alpha 10 comes out of experimental before modifying this craft anymore. And some more work has been done on the base. Spoiler: Base Pics Storage and repair building (and a quickly thrown together SV parked on the roof). The Atlas barely fits Not liking the power supply and fuel building. Will probably completely redo this one. And the walls are a little more done: (Can you guess which direction the drone base is? )
I thought I might get my old base out of mothballs and see what I can turn it into with all the new stuff.