Waiting for a substantial improvement in terms of flexibility or support for mods. Before the game dies.-
Finished up the corvette I was working on (and named her Lady Sif). Here are some beauty shots. Here is the picture of DAS, or Docking Assistance System (with SV in hangar): And here's how it looks like when the SV is lined up for docking: Though the pictures of the DAS are actualy upside down, as the SV is actually docking it's upper side to the corvette. This positioning is required since while the ships's stern (back side) is where the main propulsion thrusters are, the ship's decks and gravity field are aligned in such a way that "down" for the character is "back" for the ship. Since I tried to make the ship compact I made the hangars tailored for a specific SV of mine so I could keep them only two blocks high (and the SV required some modifications. Here is the picture of my Valkyrie Mk.IVa (yes it's a alternate version of the fourth iteration of the SV )
Thanks. I came up with it out of necessity. This build was actually born out of two basic concepts, to build a ship with the gravity oriented like it was using a thrust gravity (and thus looking a bit like "The Expanse" ships) and to have two SV hangars. Making the hangars in a way they aligned well with the gravity meant the ship will be larger than I liked and the look of the hangar entrance would brake up the shape in a way I didn't like. So I came up with the idea to build the docks flat to the surface of the hull on it's sides. It ended up being what you see on the sides. However, my SV (Valkyrie Mk.IV) was just a bit too high and expanding the hanger one block just didn't look that good, so I kept the two blocks height of the hangar, shawed off a few thing from the SV and made it able to dock on the top. That worked, but aligning with the entrance was iffy as it gives very little room for error. I remembered seeing something like this on the workshop, so I tinkered with the projectors and came up with the grid you see on the screenshot. There is actually one more projector inside of the ship, which projects the STOP sign I use to align the SV precisely where it needs to be for the character to exit onto the CV. The docked SV points up in the gravity field and getting out means you immediately start falling down unless you exit in a precise spot where he lands on the opening leading to the CV interior. Making THIS possible was one of the reasons I had to alter the SV to make it able to dock the cockpit directly onto the hull.
Well today I just hung around my base for awhile I had just gotten back from mining out a whole copper mine and was bringing it back to my base. Just pulled into my base an came to a stop. Noticed I was off level, so hit O to level myself's out. Well like I said I just decided to hang around the base after that. Guess I found the quick sand
I was thinking about you the other day. I was wondering how your boat's weathered the cpu storm that must have hit them. See, I bet you thought no one was watching you make all those boats
I have not tested my boats against cpu yet, I have yet to update all my workshop boats for slight weight variations across previous patches that left water in the carpet My Boats for the most part are less than class 1 and use minimal thrusters anyway so I might not have much work to do to fix any that get hit by cpu. The cruise liner however is sure gonna die ahaha The boat pictured here is one that i keep updated on local files only, this one has a shield and wifi now, keeping up with progress. I expect it to be easy to balance this for CPU but as it stands I play on HWS so it will be balanced to whatever CPU figures are on there I guess. My most practical boats have the advantage of already using minimal thrusters, just a couple of RCS and dont even have weapons. And typically only one of each survival device.
Made a starter HV hoverbike today: The FA-050 Neo-Burst Hypercycle For some reason, it just doesn't look good in screenshots. And I made a gliderbike SV: The FA-051A Wyvern, which turned out to have some handling issues so I redid it as the FA-051B Wyvern. Which is also still weird to handle, but still fun to fly. Probably no good for against anything but drones or scouting terrain. FA-051B Wyvern Kinda looks like a manta now. Underside Here's the A and B side by side
Random works from patch 10.5 HWS server I built this structure for the atlantis epic armour collection point. Joked with my newer PvP CV and gave it skyline badges XD A beautiful sunrise on atlantis in front of my boat dock. A south africa flag SV I made for some SA friends to attach to their CV The PvP Cv design i was playing with this season, started with the smaller one. The shuttle cars i made in gold and red well this was a sort of bryans skyline version XD
More random 10.6 builds on HWS My Federation HQ planet base The dancefloor with flashy disco lights I made on nearby beach (looks cool at night) Hellfire island on planet Atlantis It had a little swimming pool with an outdoor patio lounge next to it I built some random structure Then built a wierd gold tower with connect-to on a nearby island My galaxy 110ft superyacht, making the most of her while cpu allows aha This was my space base hangar developing SV and CV for PvP at the start of the season. some PvE CV scattered around there too. I used to bring all my mined gold here for processing also.
Nexus Station: work continues. I finished up the habitat ring and now I'm working on cleaning up some of the mess left over from fixing the station's uneven axis. It took a toll on the area sandwiched between the city section and the hangars. That's where the maintenance corridors used to be. Having to fix a few things that were offset or cut short by all the copy/pasting I did. Nothing major. I still have to overhaul the city level. Lot of paint/texture updates, a few structural updates, a redesign of the apartments. Then I have to add back fuel, oxygen, test gravity, fix LCD signs, etc. Spoiler
Worked some on a custom beginner planet for my scenario and a custom tutorial. Always stuck between telling players what they actually need to know while trying not to give them too much all at once. There's a LOT that you need to know to play this game. I have no idea if this tutorial will be helpful to anyone but at least I learned some about the PDA. I've read comments from a lot of newer players that they can't find any food or that they eat raw food and get food poisoning. Don't eat the raw food. Here's how to process it instead. Let's be honest here, 90% of this text could be cut out for 90% of new players. This tutorial is for those 10% who have never, ever touched a game like this before and wouldn't think of things like input and output slots or off switches. Reminding you about things covered in a previous task. Repetition is key. Most people don't memorize something after doing it once. Going over basic salvaging: And here's the reward for finishing this tutorial! Just kidding! I was running some loot tests and forgot to take these out. Unlike the regular tutorial missions, the only thing this one gives you is levels and unlock points to make sure you have enough to unlock the needed items. I want this to simulate a standard survival situation and have players craft all their own stuff. Might be stupid. I don't know. I'm just worried that the people who really need a tutorial on Empyrion, actually need a tutorial on this whole type of game instead, and that's simply not possible to do with the current in-game tools available. Like I assume that everyone knows what a toolbar is and where to find it, but I have seen people who legitimately do not know what a toolbar is. I assume everyone knows how to use the mouse and keyboard to look around, but...
Had an idea for a new mobile base that would carry "modules" that could be used to customize its functionality. They'd be copy-pasted into place to look as if they were docked. So far, the basic structure is in place, and I'm happy with how the docking "arms" turned out. Of course, the CPU consumption is enormous due to the 4 XL thrusters, and I haven't decided what I want to do about that yet . . . Notionally, this would have a crew complement of 10.
So I have been rewatching all the Star Trek series and have gotten the bug for Trek builds. There are plenty of them already but most seem to be older and not updated So I am working off a workshop build of the Enterprise E. I been cleaning up ton to shapes and bee redoing the entire insides. Still much to do go but its slowly coming along. I am also trying to make this somewhat usable for people and within CPU guidelines. Here the exterior is mostly done. Ill be adding in a few extra bits here as there as I build the interior up. But so far I been having an absolute blast with this one!
Today... Modular Mobile Base... tomorrow... Empyrion equivalent of Valerian & the City of a Thousand Planets...? *Wonders if SV Modularity could get their job done adequately while bein much CPU cheaper...?* If only @Neal was here to see this... For the Topic: Been in my private Mad Empyrion Science Lab experimenting with new strategies to accommodate CPU usage & pondering new Design Ideas... when Arceus Damned RL isn't in my way. In a way, CPU is kinda like a variant of the past Jenn's Challenges... or at least feels like it to me...
Here's a good Bird of Prey, if you're into that sort of thing. It was built for 9.6 I think, so it may need some updating, but it's fun.
"The advanced civilizations of Andromeda had been aware of the existence of the Drones for hundreds of years, but they were always found as derelicts, serving as nothing more than a scientific curiosity, or free salvage for the profit minded. It wasn't until recently that anyone encountered one that was... Alive."
Your spoiler pics of the ice hockey stadium is a work of genius! That part would make a great stand alone planet bound poi...