Yeah, I managed to make some changes, and now it's on 90% when cruising. The worst will be updating all the pictures Oh boy.
I've updated the ship, now it doesn't redline while turning. Thankfully the performance isn't TOO bad, I just had to swap out a bunch of thrusters with the small ones.
I have made the updates to the save game, one suggestion, use the change rotate tool on the window just in front of the pilots chair. Also, while the game does not have collision for the ramps, I did see how they go into the ground. I have updated the ship in the save game. Very good use of blocks and textures. The ship is right at 90% while in flight, under the weight limit, thrusters are exposed, dedicated crew quarters and medbay. One thing I found with this, it has a very creative use of the existing devices in new and unusual ways. I hope you know that I was going bonkers for a little while as I was trying to figure out how you got O2 into the ship while completely hiding most of the ventilators. That was sneaky. The use of ramps and shutters on the hangars was a nice touch. I like the blast doors in front of the upper pilots seat, full warning, I may pirate that design in future builds. Devices are visible and accessible, my only gripe is that you used upside-down constructors as the floor in one of the cabins. While they are (technically) visible, and the game allows you to use them, from a role-playing/believe-ability standpoint they would not be accessible. They are also hard to notice unless you know what you are looking for. Side note: So many people are using the 9x5 hangar doors, and my ship is only using the 5x3. I guess I need to go back to the drawing board if I hope to compete.
The current ships, in order of submission. Kahrek's Shoren (1T1-BTY-B) Colony Support Ship https://steamcommunity.com/sharedfiles/filedetails/?id=1323872365 northcoaster76's NC76 Dragonfly Mk. II No link provided, landing gear over thrusters, no safe route to the hangar, no update from builder. Robot Shark's Janus Light Carrier https://steamcommunity.com/sharedfiles/filedetails/?id=1355772389 monktk's Investigator https://steamcommunity.com/sharedfiles/filedetails/?id=1323789108 Razorwire's Elite Dangerous Wrecked/Recovered Python https://steamcommunity.com/sharedfiles/filedetails/?id=1324429148 rucky's CV_IRON_HAWK_typeS https://steamcommunity.com/sharedfiles/filedetails/?id=1326222167 KwC TrixX's Elephant Light Carrier (7.6) https://steamcommunity.com/sharedfiles/filedetails/?id=1328858670 styLmntz's Kujira MKIII - Starter https://steamcommunity.com/sharedfiles/filedetails/?id=1330707121 Metal_Burner's Challenger https://steamcommunity.com/sharedfiles/filedetails/?id=1334949311 T431's T4-Avian https://steamcommunity.com/sharedfiles/filedetails/?id=1337713291 Save file included.
It means that I am unable to anticipate the magnitude of the builders creativity. It was not specified in the rules, so it passes.
@Robot Shark for the next save roundup, please add another Update from me. Sorry for the inconvenience, but with the replacement of some M with S-Thrusters I could manage to increase the Acceleration in multiple direction while still being under the weight and especially under the Power limit. Also I could reactivate my 3-Thruster-Configuration. Of course in the Blueprint ALL are enabled and the Ship does not redline with also ALL enabled. Thank you.
Noted on the rotate for the window. The ramps going into the ground are deliberate as when I can't find a good landing zone I would have the CV hover leveled and about 1 block above the ground. This way the ramp will be still be accessible to HVs. While the game mechanics do not allow adjustable ramps, in a logical situation I'd imagine that I'll be able to adjust the extension of the ramps so that it wouldn't go into the ground. But by your judgement if you do not allow it, I will abide.
Here is my posting: http://steamcommunity.com/sharedfiles/filedetails/?id=1341320575 (More pictures on the Steam Workshop page, could only upload so much) The Drop-Maw Modular Lander is an affordable and lightweight mass-mover designed to transport large quantities of vehicles and strike craft from planet to planet. It can function as a mobile base with full crafting and medical services. The 36 Plot growing room can help provide sustenance on extended missions. The Drop Maw can be easily upgraded and enhanced thanks to its modular design, as additional fuel tanks, generators, cargo containers, repair stations, and other assets can be simply plugged into place. While the Drop Maw has four defense cannons to help ward off drone attacks, this ship was not built for heavy combat in mind, use it instead to launch more capable fighters (or hover-tanks) from a distance to deal with hardened targets. The Drop Maw unlocks at level 10. Armor: Steel, x2 Layers above hangar. Armament: X4 30mm Cannons Gear: X1 Advanced Constructor X1 Medic Station X2 Advanced Refrigerators X1 Food Processor X36 Crop Growing Plots X1 Oxygen Station X1 Armor Locker (I realize how trolly it might seem to be a 5.99kt ship, LOL, there was no intention to troll)
Barely under the weight limit, the build meets the thrust and fuel specifications, I could not get the generator above 84% while in flight. I liked the unique design of the bridge and how you left a center walkway that allowed you to see into the hangar. Dedicated living and medical areas. Devices are accessible by the player, spotlights and thrusters are exposed. There is no warning for players entering engineering. Even a radiation symbol is acceptable. BUT, chalk up another one to the evil gravity generator. I did walk right into it, and was irradiated. It's a good build, the only thing that needs to change is the location of the gravity generator so it does not roast the player.
Here's a preview. I'll do some automation and then upload tomorrow. 4,5 ktons but I think I've managed to meet all the specs. Meet the "Elysian Dream":
Hmmm, thinking about it, and seeing someone post a variation of one of my CVs, I may have one built already. I would need to upgrade and modify it so a tank can fit. http://steamcommunity.com/sharedfiles/filedetails/?id=1076800977
I have overhauled my submission. The steam workshop is updated but some of the picture on the steam workshop are the old version, mostly the interior which has hardly changed. http://steamcommunity.com/sharedfiles/filedetails/?id=1323872365 Updated pictures below. 90% of the work was texturing and lighting effect and work on breaking the symmetry a little. Redid the entire exterior textures. Added rust on the bottom of the ship and around some of the thermal exhausts (the teal colored glowy bits). My reasoning behind it is that this ship constantly lands and maneuvers in planetary environments some of which could be very inhospitable. I added a bit of wear and tear to the bottom to reflect that. The second part of the rework was adding in a bit more decor and using lighting effects (night pictures). I plan on doing a complete once over on this ship once 0.8 lands and doing a reissue of it but in the meantime this is it for me on this challenge. There are so many good entries that I felt I had to put in a bit more effort. Cheers folks!
Well under the weight limit, spotlights an thrusters exposed. Generator only goes to 48% during flight. Good block and texture work. Devices are accessible by the player W/O resorting to the control panel. No warning signs before entering the "roast the player" areas. The food processor allows the player to get too close to the warp core, irritating the player. Recommend swapping positions with the fridge and food processor. The player can fall into the area with the warp core, with the only way out being using the jetpack. Recommend safety railing. The angled blocks in the forward cabin allow the player to get close enough to the thrusters to get roasted. The build has components that require Zascosium or Erestrum, also, it has hull blocks touching the ground. sadly, the build does not meet the challenge. Side note, when I saw the ramp to the roof and the top docking bays I was struck with a thought of adding forcefields for open docking bays, with both the forcefields and a ventilator controllable using a switch / control panel item. I have updated the ship in the save game. Remember folks, you can update your blueprint after submission, just let me know when to update it and look it over again.
will do. I'm going to rebuild the Lil Skipper anyway since the core has changed size. Keep in mind this wasn't made for the challenge as is and has RCS2s in it, which require the rare ores. I will rebuild a version for this challenge. Blocks are also touching the ground when landed, causing damage too them. never thought of that when building it.
For everyone who has subscribed to my ship, I have posted a large overhaul. Let me know what you think.
Here goes. This version of the ship is undoubtedly more practical than the first and has a fair bit more dock-able surface than the original. Since I put allot of importance on a ship's purpose and it's design towards that purpose this instantly makes it a ship worthy praise in my books. Pros. Great use of living space All the amenities are there The extra exterior decor is nice, I like the fake (for now) solar panels. Tons of docking area Reasonable turret coverage for droneicide Cons. Grouped up fuel tanks hidden behind constructors. One of those goes and you've got a massive explosion that will also take out a constructor and some cargo. The secondary cockpit while safe requires the pilot to pass by the generator to get to. I realize it is in the engineering section and clearly marked but a safe path to it would be a plus. The rooftop access is outside the force-fields the game mechanics make it safe but my armchair engineer is yelling out that it is a work related accident waiting to happen. Overall. A solid ship that manages to achieve it's design philosophy splendidly. My gripes with it while long winded boil down to improvement suggestions more than anything else. Cheers
You found that, it bugged me too, so I made the diagonal blocks around the pods out of armored steel. I figured the turrets would act as an additional layer of armor around that section. Hmmm... maybe put stairs on the sides (instead of the middle) so you reach the stairs first? Yeah, I'm still trying to figure out a different solution to that one, the problem is, the elevator shaft cannot be moved because of it's position in the hangar. I guess I can make a "L" in the shaft to move the exit... Gah! Still thinking about that one. Thank you for the feedback.