Me too Really neat designs there @Na_Palm and the setting it perfect, I want to move in! And this is the kind of stuff that really makes my brain tilt & lock up on the CPU thing. Why would Eleon want to constrain this kind of thing? I know they actually don't want to, it's the 'unintended consequences' pitfall. But trying to imagine having the talent to create something like this, and sooo many other amazing things that have been shared just in this thread, then having something like the CPU mechanic come along... I just sincerely hope it doesn't drive folks away. Sry, I know this thread is a 'no conflicts' zone... but I just want to say, as a very non-talented builder, that getting to see things like you & so many others make Na is a real treat and draws me back to EGS. And I selfishly don't want any of you to leave. (Edit: spell checking)
Friend on No Man's Land server gave me a small niche SV as a gift, so I thought I'll return the kindness and designed a sleek racing SV for him and colored it in my trademark black/red colors. He liked it
Thank you @Siege Inc. & @StyleBBQ . I don't feel much restricted for now on base building, if i stick to the purpose of a base. And can live with splitting them up thematically. Vessels will be a completly other experience... Personally i would double the CPU constraints, there. Pad, 2 medium is CPU T1 compliant, too (121k/150k) https://steamcommunity.com/sharedfiles/filedetails/?id=1898457985
Working on remaking / modernizing an older drill-turret miner. It has a major flaw that I didn't notice till I had it fully built though. When exiting cockpit when and not in god mode it flings the player in the air, sometimes very far, best I got was about 170 meters (so basically it's an unintentional, always on, ejector seat). In survival it's definitely far enough to break some legs. (it's doing this because of some sort of anti-pvp thing that I never fully understood the need for) Not sure if I should scrap the design, or just make that drill turret float unconnected by blocks. The 'arm' holding the drill goes over the cockpit so it doesn't interfere with visibility in first-person view. It's roughly 12,000 cpu, has a T2 core (no RCS). [EDIT: solved the 'ejector seat' issue] Also having a hard time picking between 2 cockpit styles (all the cockpit styles that fit fling the player in the air). Seems like they changed how drill turrets 'excavate' at some point, now it's like they bomb the ground and extract spheres, making it look like this when viewed from below:
Today I worked some more on my new asteroid fields. Made a Polaris and a Zirax version. Huge asteroid fields with easy to find asteroids right in the fields, and lots of sentry turrets and faction bases. I want to add some custom POIs to these but not sure I'll get those in for alpha 10.6. Speaking of POIs, there's a new POI section on the workshop! If you're using alpha 10.6, you can upload your POIs now! If you ever wanted to start making POIs and sharing them, this is a perfect way to do it. I uploaded 3 from my scenario and tried to give some pointers in the descriptions. Abyssal Plasma Research: https://steamcommunity.com/sharedfiles/filedetails/?id=1904471623 Lost Colony: https://steamcommunity.com/sharedfiles/filedetails/?id=1904496002 Foundry: https://steamcommunity.com/sharedfiles/filedetails/?id=1904507205
Try adding thin blocks to underside of the crane arm going over the cockpit. Make it so the Exit code doesn't see the roof as a possible exit and it should put you out on the left side without the Wile E Coyote antics.
Thanks - just tried that- mostly worked, although occasionally character model would get pushed down fully inside the cockpit model. I figured out a way to redesign it to completely avoid that problem though - I just split the drill arm in two so there's a space in the middle for the cockpit to put the player. (didn't occur to me to try that until after I made previous post, also took a while to figure out block shapes and such - it's almost 100% container extensions - had to keep them connected) Using your suggestion I tried this: (worked mostly, not 100% perfect though) Ended up doing this: Now I need to try to paint it to match the old one, and might try moving the minigun turrets and mounts out a bit to match the old one better.
Did what I said i'd do and updated the Spidertank to a lighter version with the redundant space cut out. It turns faster now and sits higher. Unfortunately, didn't take any screenshots of it. I did run several tests on aerodynamic lift though on a variety of Tier 1 designs after the less than ideal performance of the FA-043 Rinzler spaceplane/glider eventually resulting in the FA-046A Albatross. No stopping thrusters and no vertical thrusters. No VTOL, though it does have an upward S-thruster at the back and two at the front to assist in pulling up and down in lieu of expensive RCS. Main propulsion consists of 4 M-Thrusters. But it has such massive lift it doesn't really need them to be that powerful. By "massive lift" I mean this thing will stay in the air on its own with no thrusters keeping it up because the speed at which it falls is fast enough to provide enough acceleration to push it back up. Obviously it's still falling, but really slowly: 3.1m/s decent with the thrusters turned off completely. As a test, I took it up to the atmosphere limit and let it drift and it took several minutes to gently land on the ground. It's packing 2 gatlings, a fair amount of storage, a fridge, 3 RCS, 1 generator, 1 fuel tank, a detector and that's it. It's made of the the thinnest carbon composite I could manage for it to look good and be as light as physically possible. It'd probably get destroyed with a couple of hits from a POI plasma turret, but it's not for attacking POIs, it's for fuel-efficient recon and picking off drones. Initially, I thought i'd gotten hit with the weird drag bug because it was staying in the air so long, so I saved and spawned a second one and it behaved the exact same. So I guess it's just that light. Only 10.1T.
After some small tests on thursday, I've updated some ships ships of mine for 10.6: A small & cheap POI figher - without shield (CPU Tier 3): https://steamcommunity.com/sharedfiles/filedetails/?id=1904391017 A small and cheap starter CV (CPU Tier 1): https://steamcommunity.com/sharedfiles/filedetails/?id=1904391448 A small & cheap all-in-one-everyday vessel: https://steamcommunity.com/sharedfiles/filedetails/?id=1904392065 Basicly... I removed all RCS, and installed a required extension where CPU was still above CPU T1...
Used a posting in a Thread as a good Reason to finally finish the technical side of the CV Augustus. A Project which I started almost a Year ago. Under the current EXP-Setting and the "CPU and YOU" impression I adapted to the given limits and changed/removed some Truster and RCS( all 12). Still a lot of Deco and Texturing has to be done. Might be finished tomorrow. Time will tell.
Nice hawk you got there. Colors were to be expected Nice work! EDIT: What is that big dark thin in the background? Looks like a big mean 'Mähdrescher'...
Looks indeed like a "Mähdrescher" It is the lvl 26 Base I built as a BattleMech-Research Center. About 180m x 120m x 64m on the outside.
Well today I worked on a new SV carrier with shield tier 3 & and a HV cargo box armed. Not really a starter set but still looks like it might be fund to try a game with it in. With current systems the way it is. With w/v on. This is my out come. The SV Carrier 18.2t The Cargo Box 11.5t Empty When you put them together 29.6t max speed of 24.9 m/s So fully loaded 75.1t @ 10.4 m/s Shield's charged It might be a slow trip back and I can always hop out and shoot the droins down What can I say it was a fun day making it even move
Some of the positives of 10.6 is the new flight model. One jet thruster and one RCS will turn your SV into a actual fighter jet. I used these two SVs on a few POIs and it was awesome. I felt like I was playing Battlefield 4 back when battlefield was enjoyable.
Omg I been wanting to figure this out for quite some time now. Please be a dear and lets us in on how you accomplished this!
I'm surprised but very happy I was able to get one for my favorite CV builds that is a extremely large ship under the Tier 4 CPU limit. I kept all my guns,Warp drive, deco and it turns perfectly. I also was able to add a T1 shield to it. It doesn't go any faster than 44.7 but it doesn't need to go faster than that. Also it's able to take off and land on the starter planet. So it can handle being on a few of the planets with moderate to little gravity.
Lazy day today, so I decided to play around a little with CPU and M/V enabled to see what I can come up with inside Tier 1. Steel Storage 3875SU 2 Gatling No RCS ~CPU Tier 1 (6,011) with a little refinement or modification on some (design) blocks you can get it under 6,000, I could have also replaced a few steel blocks with Carbon Composite. Maneuvers quite ok with 40t cargo loaded. Turning speed still could be a little higher, but that is to be expected when fully loaded. https://steamcommunity.com/sharedfiles/filedetails/?id=1905522719 /jmc