I don't remember when I started this build, but now I just did more in the past hour than I have done in all my struggles to find the SV I wanted this to be. On the positive side, it is has all the thrusters, rcs, generators and fuel tanks necessary to operate.
Tonight I worked on a Cultist village POI: Cultists are always-hostile Talon who seem to be under the influence or control of Hexapods: Their POIs are meant to be dark and creepy. Sacrificial altars are a common sight in Cultist structures. The Talon grow alien crops and sacrifice living creatures as tribute to their Hexapod overlords, but are the Hexapods truly the masters? Or are they merely another slave in service of a far greater power? I'm planning on Cultist POIs to be a mixture of corrupted villages and underground dungeons and hives, with Talon and Hexapod defenders and various prisoners you can rescue for rewards.
Called in a Support Drop...it came down pretty close to my Base As Mentioned before not my Construction. Vessel made by @billthebad (Union-Dropship)
I've made a new ship, to replace some of my now obsolete starter SV's. I hereby present, the T4-Voyager! https://steamcommunity.com/sharedfiles/filedetails/?id=1766140035 I heavily put the focus of this ship on first person usage, since the new flight controls are a lot nicer to use that way. It's a solid multipurpose ship, that doesn't require any materials that can't be gotten on the starter system, and has room for warp and shielding.
Started with a HQ for the MH-Forces under the Protection of several Mechs which have been deployed by the Centurion Drop Ship. A chance to try out those new block shapes. The New Pillar is a real beast in the good sense.
Playing around with using NPC weapons to see if they'd be viable in my scenario. First try, a Talon Crossbow: The damage of the crossbow is way too low. Let's try a bigger weapon: Effective at killing, but too buggy to add to my scenario just yet. I obtained these weapons by getting the names from config_example and then adding them to a personal cargo container in a POI. Obviously not meant for players to actually use, but it's interesting.
With thrusters now shutting off when they are blocked, I guess I need to redo my Red Hawker SV before I use it again. And since I frequently use it as my starter SV, well that is sooner rather than later. Even though they look like the shuttered windows, the Walkway Slope blocks the thrusters according the game. My personal restriction on my hawkers is no sathium, which rules out the shuttered windows. So ironically, the one stage in the game where I would really consider using S thrusters on my SV, before I am mining cobalt, I'll probably go back to frequently skipping the S thrusters because they only come in one shape not well suited for slopes. In the background is the incompleted work I showed earlier. As I said, it is now an operational skeleton. So it is serving as my vehicle to get around in creative for now. The Red Hawker on the left (picture) has all the S thrusters stripped out. Even added a space for a shield add-on, plus two generators and two fuel tanks for increased power demand of the M thrusters. Recently, I did a test with a remodel of my Cassowary HV against the drone base and a few other POI clustered near it. Something tells me that the HV shield is still looking for that right balance. Of course, maybe I did alright because I didn't always stay in the thick of it.
If you could modify the damage, I would seriously want one to pretend I was carrying around something like Chewie's bowcaster.
Been working on the command module of the shipyard and the lower cargo bays. Re-did it several times because it just wouldn't come out right. Still needs to be textured and painted, but i'll leave that for last. I gotta fill the upper floors which are basically empty.