@Fractalite , thank you for your thoughts. Technically it's a 'corn removal pad' but I've always read it shortened. Re: grates over thrusters. I've been building for the day thrusters explode things they fire into. My hope too is that certain parts might be transparent to these effects, like grates, but I've not gotten into the habit of covering them. Same reason, I could cram more thrusters on the interior, but I build the outer hull for aesthetic and then live with the consequential performance. After most of my CVs have only had 2-5 small thrusters for any axis besides forwards, four mediums felt zippy. Roll however, dang I thought it was good but there's room on the interior for more RCS certainly. I just did a double take, however... Do RCS have a preferred rotation axis? How is my rotation so different for each axis??? This wasn't in ship building 101! Seems I have much more to learn about Empyrion ship design. That said. Guns? I can do more guns. I like the static guns though, probably because I feel like anything classed as a destroyer deserves a forward firing heavy weapon just made to punch a hole in a bigger sluggish ship's hull. As for the ammo boxes, they were so positioned because they are directly below the artillery turrets. Surely those ammo compartments would be locked whenever the crew has time to brew non-regulation beverages? Anyway, thanks for the input and I'm glad you enjoyed some bits of it. Got me thinking about upgrades. I don't usually min/max, but like I said... much more to learn. Starting with Rcs. Today in Empyrion (I say preemptively) I experiment with RCS placement and effect on control authority.
Okay from what I can tell, it doesn't matter where or how many or in what orientation you place RCS, pitch > yaw > roll sends to be a linear rule for ship control. This is not well tested, though. I overhauled the ship @Fractalite just looked over. I'm breaking all my typical ship building rules, buuut, for the experience... I added two more cannon turrets (tried six but realized I'd overshot the weapon limit), six more RCS (T2), and if I'm believing my control panel... about 20 more medium thrusters. Crammed in any block pairs I found I could place them without damaging interior or exterior aesthetic. I don't even know where they all are, I just used godmode to scour the ship for enclosed groups of blocks. They're in the wings, the aft, the underbelly.... everywhere. Vulnerable to splash damage but that was in the concept, survivability through maneuverability and redundant systems. This thing can afford to be blown half to heck and still function in some shape and form. Maybe it's not incredible compared to better planned builds. But the specs are nifty. Went from 9 m/s acceleration on non-forward axis to 13 for up/down/reverse and 24 for port/starboard. Yaw went from 2.11 deg/s to 8.51. And yes, I grated over the engines. Edit: Also I'm going to have to switch the pulse laser cannons for rockets becausei realized the pulse lasers are kinda pathetic ...
Insomnia. Erg. Been up half the night working on this base and not getting a whole lot down because my brain is in neutral. I did get a little done and then I started putting together some observations and a couple suggestions about the structural integrity mechanics. I'm trying to build this great, big, glorious base(ha! an industrial mining platform glorious) and I'm having to wrestle with SI trying to make certain parts work. /grumble
Love the comments guys, I just wish you could see it how we designed it. the BP spawn lighting bug really screws this hard, the cargo hall is a washed out mess, the subtle colours in many many places. Please, either wait until the bug's fixed to view it, or go in knowing that the lighting is buggered, and come back and have a look later when the bug is fixed. :sadvic:
I've never been happy with any SV I've made. I decided to try again... Framing a beast here, hoping I can make it reasonably agile.
Don't care for the cockpit, something about the beams on the windshield looking too much like angry eyebrows for my taste. But dayum that is a sweet-looking hull design. Love to see that beastie when it's complete - the wing panels on the sides are an especially beautiful touch.
I'm afraid the hull design's basic elements came off of stuff I borrowed from pics googling for space ships. So I can't exactly take credit for copying other's visual ideas... That said, I finished it faster than I expected and I'm actually pleased with the results. Well, the appearance results. This thing is stuffed with engines and RCSs like sardines in a can, but it's still a sluggish beast. And @Kieve , angry brows fit this thing's personality so well.
Oh yeah, and add the shuttle for the Destroyer and be sure to link the two ships in each other's workshop entries.
I actually went back to that SV when I realized that the medium thrusters I were using had THE worst thrust to weight ratio. Tore up the interior, rebuilt everything with the small jet thruster, improved all the specs, and had room leftover to build a nice little utilitarian can in the back. I actually REALLY lie it's performance and looks inside now, in addition to being happy with the exterior. @Fractalite , unfortunately I can't access the workshop. I don't have internet at my house, only my phone data.
I have taken to posting two landmark signs around an area that always causes me trouble with my HV's. If you have an HV going at full speed that then passes the point of the "obnoxious mound" while facing the other sign, "Hill of Doom," the small dip in terrain in between is just wide enough to let an HV pass, but just narrow enough that it causes said HV's nose to dip so that it cannot recover by the time it reaches the hillside. So it scrapes along for just a bit or gets "caught." I left the Debug window open while I took the screenshots so you can see the coordinates and want to share my pain. The location is across the lake from where the pre-planted structures are on creative Akua.
I had to share this EPIC Battle video that some players uploaded of them betting attacked by four Star trek ships including a borg cube . lol The battle starts at 3:08.. There is a little lag in some parts but still it's pretty epic in my opinion. I wished I could have been part of it. This is the type of battle I imagine all CVs will be having once the AI ships are added to this game.