Took a brake from the Alien POI to try something different. Tried to step out of my comfort zone and design an upgradable T1 SV that doesn't look like a brick or pencake. So far I'm quite pleased with the progress - it has decent storage, two gatlings and decent thrust and the thrusters and cargo are placed in a way it makes it easily possible to upgrade it to T2 when I got the components.
Hmmm .... Am I insane for trying ? ... or will I simply get frustrated and give up :-? ... hmmmm ... anyone else up for a challenge
Only thing I can't stand is slow constructor and blueprint speed and I mod the armor so it has more durability (it gets damaged way too fast even on slow degradation).
Switch on blueprint spawn limit as well You may find that the portable/small constructors are not fast enough to fuel anything, so most likely you will need several of them to keep up with demand. Even on fast I end up with about 4 of them so that 2 can be on fuel non stop.
So after some tinkering/analysis, I am not sure one of my design approaches will work with the current thruster vs RCS vs Flight model: This is Fate - what the approach is based around. The whole point was to create a modestly functional design style that used shapes to keep things sexy yet deceptively generate voids to keep costs down. Keep things extremely simple. Plus, at least for the moment, the *enemy turret health has seen a gigantic boost so gatling cannons barely scratch them which means.... turrets. Also, some of the thrusters are embedded(not horribly so) and that will soon(the next version or two) be a problem.... AND, tinkering revealed I should space the little bastards out. HHHHHHHHHHHHMMMMMMMMMMMM... What to do, what to do...
I managed to get all the CV space only weapons working planetside now as even a max set of cannons takes a long time to grind them down. Laser + plasma seems to work much better Finally a late game ship that actually feels 'late game'...
Ok, I will start nerfing it once the final design has been decided. I replaced 2 of the small side thrusters with mediums, I hope that helps. I also moved the O2 filling station. The blinkers below the cockpit have been removed. The thing that is driving me nutty about that turret is that you cannot color/texture individual sides of it. If I put it on the bottom I cannot make the floor of the cabin match the rest of the ship, or the hull where the turret is will not match the rest of the hull. If I put it on the roof I run into the half-width blocks I used in the ceiling to make the interior look bigger. At least it's a non-weapon turret. I see you are having the same issue I have been debating on. Honestly, I agree with you. I have asked the Devs to allow changing the view when using side mounted and upside-down mounted turrets but I'm not holding my breath. I'm going to go with the design that puts it on the top. The update has been posted, if you have additional suggestions they would be appreciated.
TBH this kind of thing could be easily made automatic - no need for a control. They only need to look at the orientation of the turret relative to your current cockpit seat and adjust for that - the math for this as almost trivial as far as 3d vector math goes (cant remember how many times I have this kind of transform in scripts for space engineers). Of course if you are not in a seat/cockpit, then it cant be automatic, but tough.
Yesterday I did level until 11, spawned my HV in, with it collecting stuff is more easy than carry it in your pocket on the Motorcycle . Found in some POI seeds and cultivated my little Farm. Today I start with collecting Material for a CV I like to build. No BP for that only an Idea that fits into a new Concept I still have to figure out how to do.... Also, as a "Roman" stuck in the Future I thought about this Letters... S.P.Q.R. I will use a similar form but more suitable for the Galaxy - S.T.A.R. - translates into SenaTus Astrum Romanum - as we are no longer confined to Earth.
I would put the center back rocket turret on some kind of mount so that its direct forward firing line not obstructed. Of course I would like to say make the tool turret retractable instead - but with broken hit cubes on them - that wont help
Nein! das ist verboten!!! Something to keep me going until Reforged Galaxy does the job properly Even with only 2 drills and having to wiggle around to dig a bigger hole its still better than using an HV...
Finished the main load of the items and weapons today. I finally got around to balancing the Flamethrower, which is apparently in high demand. I also tried to get those damn hand grenades to work. There's no class or sub-class that allows a usable weapon to consume itself as ammunition so grenades are no-go. The only device or item related to it is the Explosive Charge, which places an entity, it doesn't "shoot" or "throw". So I made a grenade launcher for the grenades to go into instead. But since it's not much different from the rocket launcher, I disabled it. Later though, Ravien also had a suggestion which yesterday I would've thought was impossible at present; but not today since I saw a function that could make it possible: A gun that can change between full and semi auto. So I created a Submachine Gun with multiple firing modes. Full-Auto, Semi-Auto and an alternative reload mode in Full-Auto with AP ammunition. Which opened the door for the T3 Assault Rifle: An assault rifle with a grenade launcher attached. Which works. Full auto. Frag Grenades. It also has a scope, but because of the way the mode-change works, the scope is useless. You can look through it, but can't shoot while doing so. It also suffers from ammo-confusion. So it looks like this one won't make it in for anything but a few weapons and only as a secondary firing mode. No radically different ammunition, unless the devs want to pitch in and give me some more features to work with.
Four Hours RL Time or 3 Days on the Planet DREAD. That is the result -> 50 tons of Loot/Harvest Those four Large Optronic Bridges...no, I did not find them. But I looted 2 T3 CPU Extenders for BA, moved it to anouther reactivated Base, who had De-Constructors and... The Ore is mainly a result of transforming Crushed Stone into it.
Since my post i've been adding some extra firing modes to the weapons with no scopes to be broken by the firing mode. Minigun and Epic Minigun: Safety Mode, you get low recoil and lower DPM vs High-Output Mode, where you get insane recoil but maximized dpm. Epic Plasma Cannon: Normal mode and Anti-Ship mode. Anti-ship mode is a high-recoil version that fires an SV plasma round instead of the standard anti-personel one which can damage ships and bases. Not much of a difference in damage though. Normal plasma cannon doesn't get a bonus mode. From doing all this, I found a bug that's gone unnoticed for probably years. Which, when it's fixed will hopefully let me do some more interesting things with alternate fire modes.