Understood about the length, with the max width and height fixed the only way I could expand was by lengthening it. Your build is very nice, I have already endorsed it.
Это всего лишь отсрочит конец... Это тупорылое замедление времени раздражает. Зачем нужно играть без блюпринтов если они есть в игре. Это примерно как если бы у тебя были деньги , а ты сознательно жил в шалаше. It will only delay the end ... This blunt time dilation is annoying. Why do you need to play without blueprints if they are in the game. It's like if you had money and you deliberately lived in a hut.
Here comes the Ares, the Defender of the Heracles and with the docking guide you can easily dock her at the back of Heracles like this Stats a bit heavy on rares but hey ... Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2228262203
Last I knew none of the hangar doors worked for CV, nor did CV trigger the motion sensor. The only way I knew of to open hangar doors for a CV was to put them on a switch. Thus they would no longer open/close automatically, staying open until you flipped the switch again. None of my current BP on the workshop use a hangar like this, but I have experimented with this a bit as I do plan to have at least one space BA with enclosed docking facilities for select CV from my collection.
they do open for a cv or rather you sitting in your captains chair and being on the front of your ship , in range of the sensors. Actually i think they dont open for ships at all, only if the sensors detecting you, i might be wrong though.
Hangar doors and sensors only open for a CV if there is a HV or SV docked somewhat near the front of the CV.
Today I was messing around and decided to do a little kit bashing. Grab a Barracuda, rip the forward nacells off a Treefrog, yank the rear nacells from a Guppy, widen the hangar and try an experiment while attaching the nacells to the Barracuda... I have no idea what I am going to name it (or if I am going to keep it). But here is the first rough draft.
Sensors do react to SV/HV. I have used some as "parking" indicators in a prior project and even though my cockpit never entered the field of the sensor, it would go off as soon as the HV/SV tripped the field. The sensor had a one block (2 meter) band just before what I was driving would hit the end of the parking space. Now one I docked the HV/SV and shutdown, then the sensor would no longer detect movement. I had even rigged it up so I would walk under the sensor without tripping it, and it required two separate fields to be triggered at the same time for the warning lights, so I knew I wasn't in both fields myself at the same time. [edit] As for myself, I played in survival and tested my Kiwi mining HV in 3.93 gravity. Once the video finishes processing it should be available.
Rough draft #2, still trying to think of a name. Also debating if the forcefield connectors to the nacells is a good idea. Enough storage hidden in the roof?
I was digging through my old blueprints and found this Space Station back from alpha 7 or 8 . Looks pretty good, even today. Slapped some T3 extenders on it, good to go. Well, back then no cargo controllers,so only a bunch of boxes "sigh".
I was not too creative with the name this time, I just called it a Crow. Constructive feedback is welcome.
There's something strange going on with the Hangar and CV hit boxes. I'm still using a version of dpburke2's Nightjar in my current play through and I've done a lot of testing. I've tried all kinds of setups and remodeled the hull shape quite a bit in an attempt to get a clean entry where you never get a hang up and so far I've never had any great success. I've gotten stuck a few times, gone in to god mode and looked at the clearances and there has been ample room on all sides. Even without turrets on the body I've had trouble. I never seem to have this problem with large HVs even when the tolerances are obviously tight. I will note that it seems to help if the hangar door is placed upside down for some reason. I've been working on and off on a CV carrier for the Nightjar for a while and gone through several variations I've scrapped. I'm happiest with my most recent attempt. Which is essentially a CV that carries a cargo container for the Nightjar. I'm not really happy with how the body shape turned out for the actual CV part though and I think I could shrink down the thruster housing. I might just go back to a flat decked carrier design.
The Osanshouo is a paint-scraper when you go through a 13x7 hangar door. It's at the absolute max width to fit. If you want to try something thinner, the Shovelhead was built along the same lines as the Osanshouo but it's 2 blocks thinner. I had the idea of a carrier large enough to transport a Osanshouo for along time but never built one. Keeping it from looking like a cargo container was the main stumbling block, but it's nice to see that you are working on one.
Interesting discussion considering what I was doing in Empyrion today. For comparison, I subscribed to the Shovelhead and then spawned all 3 in a new game. Turns out that the current model of hangar door has a smaller collision window in the upper corners than the prior model when the Nightjar was created. The modification is to remove a few blocks in addition to the turrets. When I had built and tested the Nightjar initially, we had a different model for the hangar door and the Nightjar did fit back then. I had tested it back then. Now those upper corners on the hangar door push in a bit closer sooner and changed the collision box of the door. With the turrets off and removing the conflicting row of blocks on each side of the top, the Nightjar RF did fit through the 7x13 hangar door. The 7 x 14 door is wide enough that even with the newer collision boxes, the Nightjar still fits. Remember that even though blocks removed below are less than 1/4 of the cube space they define, the game still treats all basic building blocks like these as if they occupy the full cube for the vessel you are flying. They are only treated as their actual shape for collisions with the vessels/base you are not driving. So when interact with a parked Nightjar, those are are small angled blocks, but when driving the Nightjar then they are treated as if full cubes for collision purposes. It is moments like this that I am saddened when the developers make changes some of the basic models in the game. How long have I been used to the collision box of the old hangar doors? I might have to re-evaluate if my small CV can still fit like they had been designed to do. Oh, by the way, I couldn't get the Shovelhead through the 7 x 13 door either. I had to remove the shutter door on top, and then it fit easily. The flares weren't a problem. Only the shutter door created a problem. Flares actually have a suitably reduced collision box. The shutter door, not so much, behaving like it occupied the full cube, which was a problem when the height clearance for the hangar door is only about 5 and a half blocks. As for what I was doing today before I got distracted by the changes to the hangar door, well, I was actually giving the Nightjar the start of a paint job and remodel. The Nightjar was first created in Alpha 10 and I did use it in survival as it had the basics I needed in starting CV--a fridge to preserve my food for the trips, modest storage, and a hangar to haul my HV/SV. I am looking at trying to put some of the interior work of the original raw blueprint into the current CPU compliant model. The Nightjar on the workshop has not been updated yet as this conversion is still very much a WIP as I jump around from blueprint to blueprint. I actually still had the non-CPU compliant raw blueprint in my personal collection, so I was able to spawn it next to the current CV. That way I could use the original as inspiration for adding back the interior of the CV. However, some things will simply not be possible to bring over to the new CV. The current model is at least 2 blocks shorter than the alpha 10 version. This saved me some serious CPU but also means that some features just won't fit in there anymore.