Now you've got me asking myself if I have a starter CV that could actually lift off in that gravity. And if so, how much could the CV carry? Can it be done without bigger, better thrusters? ... The Turkey CV I updated recently could carry a mere 230 tons at 4.0 g before being grounded. That isn't good enough. The Nightjar is a tiny CV that I have not put on the workshop yet. A build too small for shield generator. It could lift 720 tons before being grounded in 4.0 g. I was building this small CV for some challenge to fit a CV through a hangar door. I think that is my only two starting CV that could even "fly" in 4.0 gravity. I think I shared a pic of the Nightjar here a while back using the unfinished work in a survival game. Was calling it the Hawk then, but I decided I wanted to use the name Hawk for a different CV project so I renamed this WIP to Nightjar. I must admire those who can keep themselves to only two to three projects. There is a reason the Nightjar hasn't received a polishing touch, and it wasn't because I was hoping for a few blocks to polish the shape. Distractions like.... The Turkey CV wasn't the only CV I upscaled. When I dropped one of my collections, the Auklet and Turkey ended up in the same collection. Similar size, both starting CVs, and both hauling HVs. I made the Turkey longer, wider, and taller to accommodate shield generator and a complete interior remodel. I opted to change up the Auklet and made it 50 % wider, 50 % deeper, and nearly doubled its height to add a large HV bay to the undercarriage. The Turkey remained a starting CV, the Auklet now requires erestrum and zascosium due to larger thrusters along with a few other upgrades. Again, I tried to capture the look of the original. How embarrassing. Here I was building the walkways and passages for engineering before I realized that I forgot the shield generator. Now I have to rethink the floor plan because I accidentally divided engineering into layers that none had a 3x3x3 open space left open.
If you were wondering, "Gosh Fractalite, could you make your POI's even more visually resplendent?" The answer is yup, yup, Toooooootally can:
Basically done with the second variation of the crystalline moon. Picture in clear weather: It's amazing what a little weather does:
Gotta be honest with you, I sure wasn't. That game resulted in a "death by gravity" ending - as in, the HV worked(sorta) but then when I made it back to the CV after the trial run I realized that the CV was parked on three ridges and there was no way to get inside. So new survival game after building.
So instead of a HV out for a test drive, what you really needed was a SV that could fly up to your poor stranded CV? None of my "starting SV" could do that. But to have a CV, you would have had access to some cobalt? Now with jets (I don't consider my SV with jets to be starting SV), that might have been another story. Granted even still, SVs can get heavy fast and jets can only do so much.... Haven't yet experienced "death by gravity", well, at least not in that sense. Wait, I don't think I have died by falling yet. That one fall that could have killed my character, fell down from the shrine, well, that left my SV way up on the shrine above but I had managed to luckily time my "jump jet" just enough before impact to slow my fall. I don't think I even had the sense to build vessels for high G until I read about and tried a custom scenario by @Sephrajin. https://steamcommunity.com/sharedfiles/filedetails/?id=1404611657 That is part of the inspiration for my own private creative scenario where I have a set of worlds where I build my stuff in creative mode. It isn't an accident that the Turkey can fly in 4.0 g, even if it has to be mostly empty, or that I know it can do so with 230 tons (that last bit though was a math problem since creative doesn't enable m/v last I recall checking). The reason the Nightjar can carry over 700 tons in 4.0 g is because it can fly empty in 5.0 g.
Everybody, please check out this awesome base: https://steamcommunity.com/sharedfiles/filedetails/?id=1790358370
Spent half of the night testing my scenario for an update and submitting a bug report on custom traders. Took some cool screenshots while testing my scenario though! A Midnight class planet. Bring your night vision! A crystalline moon reflecting at night: A powerful Empress class Patrol Vessel keeps the Zirax away from this tropical resort planet: The wealthiest Polaris executives pay top money to rent private suites: Akua Deluxe Resorts has maintained a strong trading relationship with the local Talon: The flowers biome really comes alive at night: One of the few moons with Sathium (based on a moon found in Universal Voodoo 3 scenario): Okay, that was a lot of work. Been testing for about 4 hours now it feels like!
While building .... YES! So i can easily find it and know to build a core room @ravien_ff : Would it be ok to use some of your evil cultists as enemys in this? With mentioning you in the notes, offcourse! Because i have an idea how i could integrate them nicely...
First, I want to say gratz to a lot of people here posting awesome things and ideas. Second, this is what I did for a part of the day in Empyrion: I'm using Instagram only for the ability to post things that have sound...if anyone can give me ANY ALTERNATIVE, I would be eternally grateful...
Yeah, I plan on building some things in Seph's creative scenario with the higher G planets to get them to work like I want. @Sephrajin you should include instructions in your scenario description on how to teleport; Open the console by pressing "~" and then a space and then the name of the playfield that is case sensitive. Also, yeah, that is one hell of a base; he has that sweet space station too.
I have no disciplin… I wanted to make a 'usage' update for quiet some time. As in: only 1 spawn playfield with a new base with teleporters, from where one can go everywhere. Besides.. who needs instructions with GM Rights in a creative Studio? Spawn a SV and warp there you lazy bastard - it's only 10 au So you'd like me to Keep those bases in the Studio? Because with the teleporters, I would not have those anymore… (by thinking practical - for me)
ya no issues, I got my inspiration from star wars and star trek and every other sci-fi I can think of, possibly some Event Horizon mixed in it with a touch of Pacific Rim, which itself pays homage to the super robots from Japan from the 60's and 70's. So, not really my idea
Happy to hear that tbh, I had an Image in mind of something like this, yours helped to get it done! -> your 1 on 1 gives a great Illusion (small) While I wanted the same, I wanted it slightly differnt/lazy - as the hull with Basic supplies (vents, tanks, gens) is already 10.54… WIP WIP WIP
Don't welcome him, he's a bot poster. He's just getting his post count up to spam his own threads for a korean casino site. He's been doing it and getting banned for at least the last 2 weeks. All that changes is he goes up one number in his name. His "post" is just the OP of this thread cut into pieces. Skynet is learning...
Made a bit of progress on the new CV build. No interior yet, but the shell is almost complete / finalized. Just tweaking things here and there. Decided that this new CV is just too different from the original Excalibur designs to call it the Excalibur Mk III, so I will be choosing a new name for this build soon. Really, the original Excalibur was designed as more of a warship than a cargo transport, and this build was just a bit too chunky to be a proper recipient of the Excalibur name. As stylish as it may be. Since this build started as a replacement for the aging Excalibur Mk2 , I took a break from building the CV you see above, to start building what you see below,... a more fitting recipient of the Excalibur name,... a ship you would not mind taking into battle. A bit more svelte, nimble, and packing a bit more of a punch. Note: at the moment the weapons are mirrored (top and bottom) and there is room for more. At the moment, there are 12 rocket launchers, which is above the authorized limit, so I may just install placeholders when uploading to the workshop and let the person downloading it choose their own weapon loadout. I personally like the look of the 12 launchers, it has a nice symmetry to it. The new build will feature a shared docking / cargo space that has a top-mounted door and a rear-mounted door with ramps. Which will be a step up from the original Excalibur Mk1 & Mk2 that always had an awkward docking bay access from the rear of the vessel. Both are still very much WIP. Pretty much everything is subject to change at this point in the design process.
Ah good, thank you for the heads up! I like the new... erm, newer, uh, new new Excaliber. Do not forget the lateral strafing thrust though! 6 Large Xl out the back is just bonkers!