Just finished this little SV: Based in KM BTL-B Y-Wing Starfighter (From Star Wars) Some work and with block limitations... When you land, small lights turns ON. When you take off, they turns off. T3 with Shield.
I'm just going to sit here and shake my head. Your vessel is a size class 6, but a stock Titan is size class 12. ... and the flying box carrier I made is a size class 16. I guess glass really makes a difference.
I shook my Head in disbelieve myself over and over the closer I got to finishing the Vessel. It actual crawled from 5.79 to (now) 6.17 Size 6.
@Robot Shark A bit more pain for you.....I made the CV-Carl Sagan M.E.(Military Edition). Its the 'Bugger' in the middle. Comes in Dark Blue-Green and Dark Grey and sports Mini Gun, Laser, Rocket and Sentry-Turrets but no Artillery(which does not fit on it).
The "size class" is a "measure" that checks for computing performance hit more than a "dimensional" measure, and as such all devices and render-heavy blocks count more than a simple, 1-texture building block. I think @geostar1024 even had a similar definition in his signature. So yes, windows have a significant impact, as well as lights, weapons and other devices which have a script attached to them. Simple blocks have no specific script for behavior/ actions etc. And that is where "CPU for structural blocks" came in to fill the hole, because if 1 window = many concrete cubes, then of course making max grid ships (250 blocks) is equivalent in computing requirements to a smaller build with more devices/ windows, but the simple "class size" formula did not prevent this in a flexible manner, as you can see here with your comparison.
Class size I think is a a render calculation. Light sources and transparency will bloat that number quickly but also need to watch that triangle count number high polygon blocks like railings tubes etc will inflate the number
I am working on de-glassifying the build, just this change alone took it from a size 16 to a size 14. Sadly, now I am looking at the core, and I really liked how it turned out. So I am very hesitant to change it.
Testing, testing, and more testing. Redoing the space playfields for the scenario and starting with a single test playfield to get it laid out the way I want using the new drone AI that was added a few versions ago.
Added a few upgrades to my CV... a Harvest Container, one additional CC 320k, a Drill Turret and a Repair Bay - yet still the CV is only Size-Class 6.26. Quite happy.
Got it down to size class 13 from size class 16, enough said. I also depressurized the landing bays because of the immense amount of O2 needed to fill them. 3799 without the bays, 30094 with the bays pressurized. Taking a break.
Some of stuff has been on the workshop untextured since January 2020. Well, with the XCaliber Anvil Build Challenge for March having to do with modular CV, went and finished three of my blueprints to submit. Frontier Perch https://steamcommunity.com/sharedfiles/filedetails/?id=1975992253 I noticed that several entries into the current Anvil Build Challenge support the Mojura modules. Well, it so happens that the Mojura modules fit into the slots of my Frontier Perch base, so I added an elevator at one end with ramps as extendable walkways to make it more official. And while my three entries were built for the vanilla game, I checked and all three are reforged compliant, so my base and the Raven CV work with the Mojura modules in reforged. Raven https://steamcommunity.com/sharedfiles/filedetails/?id=1975994284 At one time the Raven was going to a specialized CV for a large cargo SV I had been creating back in alpha 7ish. Someone guessed that it was compatible with the ZeroG cargo module at the time. So what was an accident led to a complete redesign of the CV and the accident became a primary feature. Years later the Raven is finally finished. I have three modules, but when I submitted a base and transport CV to the challenge that left only one module as an entry. For that I chose the Cultivate (farm). The Fabricate (factory) and DC Ease (cargo) are also getting polished up, but my priority went to the farm module to get it finished in time for the challenge deadline. Cultivate https://steamcommunity.com/sharedfiles/filedetails/?id=1975995739
I tested an old build I made before the Devs locked the position of the repair bay. I'm happy it still works.
Finished polishing up the other two modules I have. Fabricate (factory) https://steamcommunity.com/sharedfiles/filedetails/?id=2028123750 DC Ease (cargo) https://steamcommunity.com/sharedfiles/filedetails/?id=1975994755
Neat Design but out of interest: Are those Pods not a bit overpowered? Even if under Full Thrust and all AdvCon running...they can't make use of all this Power or even need it. Also a bit too many O² Tanks as it seems. No criticism, just curious.
Probably just old habits from before generators were made a bit more effective. These builds were actually started well over a year ago, and they've been unfinished but operational on the workshop for a year. Though, these modules probably had a healthy margin even back then. I believe I did pull one generator out of my farm module. And with the power buffer, these should transition to reforged easily--I already confirmed that they comply with reforged CPU as is. Wish that was true of all my builds, but most of my blueprints need serious mods to go from vanilla to reforged.