[Challenge] Single T1 Large Generator CV - Complete

Discussion in 'Questions, Discussions & Feedback' started by Robot Shark, Mar 3, 2018.

?

Who gets bragging rights?

Poll closed Apr 15, 2018.
  1. Kahrek's Shoren (1T1-BTY-B) Colony Support Ship

    2 vote(s)
    18.2%
  2. monktk's Investigator

    2 vote(s)
    18.2%
  3. Razorwire's Elite Dangerous Wrecked/Recovered Python

    4 vote(s)
    36.4%
  4. rucky's CV_IRON_HAWK_typeS

    6 vote(s)
    54.5%
  5. KwC TrixX's Elephant Light Carrier (7.6)

    1 vote(s)
    9.1%
  6. styLmntz's Kujira MKIII - Starter

    2 vote(s)
    18.2%
  7. Metal_Burner's Challenger

    2 vote(s)
    18.2%
  8. T431's T4-Avian

    1 vote(s)
    9.1%
  9. Ashrai's Elysian Dream

    3 vote(s)
    27.3%
  10. dpburke2's Nurture

    3 vote(s)
    27.3%
Multiple votes are allowed.
  1. Robot Shark

    Robot Shark Rear Admiral

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    I came up with a different solution, the ship is no longer symmetrical so I built a small housing over the elevator shaft.
    I also extended the roof landing pad. The update has been posted.

    NOTE TO EVERYONE: The deadline for submissions is fast approaching. If you need to tweak your designs, I would recommend you do so now.
     
    #141
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  2. Mysh

    Mysh Captain

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    #142
    Last edited: Mar 31, 2018
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  3. Robot Shark

    Robot Shark Rear Admiral

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    Very good block work and texturing. Devices are accessible by the player W/O having to use the control panel.
    The open docking bay on the top is a nice touch. Only the landing gear is touching the ground. Thrusters are exposed and the spotlights are either exposed or placed behind glass.

    RCS units are easy to find for upgrading. I saw the LCD panels for other recommended upgrades.

    The lower "vents" over the forward thrusers has the veins facing in the wrong direction, obscuring the thruster.
    20180331001314_1.jpg

    Sadly, I already disqualified one entry for having more thrusters than the generator can handle. The ship pulls 142% on full thrust. While I am flying the readout says that there is only 8 minutes power remaining.

    I know you have a switch on the left side to turn the excess thrusters off (and I saw your note), but part of the challenge is to have the ship 90% (or below) when flying at full power.

    You can reduce power consumption by replacing M thrusters with S thrusters (and leaving the open space for a M thruster behind it)
    As long as one thrust vector is over 20m/s it will meet the challenge.

     
    #143
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  4. Mysh

    Mysh Captain

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    Hey there,

    yeah, that's right. Shutter windows are fixed. And here's a version without variable thrusters. I'll keep the "original" in the workshop - it's prettier, too, with the full thruster outfit on the backside. The contest version is attached here. Also removed the thruster switch and added fuel tanks. :)
     

    Attached Files:

    #144
    Last edited: Mar 31, 2018
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  5. dpburke2

    dpburke2 Captain

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    <talking to myself> Okay, Dan. Take a deep breath. Now post your entry. <crossing my fingers>

    This challenge has been brutal in assuring that entries meet the requirements. In some respects this actually is very exciting. Nerve wrecking, but also thrilling to try and meet/exceed the bar. Did I forget to turn things on while I was testing?

    A couple notes.

    1. Cabin lights are on a motion sensor. You will have to use the control panel after taking a seat to turn them on.
    2. To ensure all thrusters and RCS are enabled, you can either use the Maneuver group in the control panel or use the following.
    --- Turn on high gravity assist
    --- Turn off dense atmosphere reduction
    3. Disabling the dense atmosphere reduction does turns off 1 LCD display--which you should be able to "correct" from the control panel.
    4. I added groups to the power management of the console to more easily identify whether everything is on or not.

    I am so tempted to just keep doing runs with my BP to make sure it doesn't redline, but I think at this point I just need to click submit and hope I got this right.

    http://steamcommunity.com/sharedfiles/filedetails/?id=1348152999

    Creative2_2018-03-29_22-13-34.jpg
    Creative2_2018-03-29_22-14-58.jpg
    Creative2_2018-03-31_09-48-41.png
    Creative2_2018-03-31_10-32-23.png
    Creative2_2018-03-29_22-16-49.jpg
    Creative2_2018-03-29_22-16-13.jpg
    Creative2_2018-03-29_22-17-11.jpg
    Creative2_2018-03-29_22-18-10.jpg
    Creative2_2018-03-29_22-18-54.jpg
     
    #145
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  6. Robot Shark

    Robot Shark Rear Admiral

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    The build meets the challenge now, excellent ship.

    On a side note, I found a blasted hotspot in my build and resolved it.
    <grumble, mumble> stupid thrusters.
    I also marked the vents that have small thrusters behind them by coloring them gray, black vents have M thrusters behind them.
    I also used deco items to make a faux "generator" in engineering so players can remove them and replace it with a 2nd generator when upgrading the ship.
     
    #146
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  7. Ambush In The Night

    Ambush In The Night Lieutenant

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    Hi everyone,
    this is a great challenge and I had a lot of fun to build my own ship! Thanks for that.
    So here is my proposal:

    -Cruiser ship for short/long travel
    -Restaurant, infirmary and lounge space
    -Some rooms and sanitary for the journey (1st & 2nd class)
    -Rudimentary crew quarter
    -Engine & maintenance room
    -Hangars for containers, ground vehicles or small ship

    cs-mk3_side1.jpg
    cs-mk3_hangar-ext.jpg

    cs-mk3_side3.jpg

    Hall
    cs-mk3_hall2.jpg

    Lounge space
    cs-mk3_lounge1.jpg

    Restaurant
    cs-mk3_restaurant.jpg

    Staff
    cs-mk3_staff2.jpg
    Hangars
    cs-mk3_hangar-int.jpg

    Cockpit
    cs-mk3_cockpit1.jpg

    Just in time so I hope it have all requirements!

    (Blueprint Update)
     

    Attached Files:

    #147
    Last edited: Apr 1, 2018
  8. T431

    T431 Captain

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    Damn your interior work looks good.
    Great job on this.
     
    #148
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  9. Ambush In The Night

    Ambush In The Night Lieutenant

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    Honestly, It was a bit hard to find good shape!! So thanks for the compliment :)

    Here some other pics (not upload due to restriction):

    cs-mk3_welcome.jpg
    cs-mk3_hall.jpg
    cs-mk3_lounge2.jpg
    cs-mk3_1stClass-room1.jpg
    cs-mk3_1stClass-room2.jpg
    cs-mk3_2ndClass-room.jpg

    cs-mk3_infirmary.jpg

    cs-mk3_top.jpg
    cs-mk3_back.jpg
    cs-mk3_bridge2.jpg
     
    #149
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  10. Robot Shark

    Robot Shark Rear Admiral

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    Good block and texture work, unconventional hanger door.

    When I saw some of the thrusters turned off in the control panel I cringed, but I cannot get it past 84% while in flight. Thrusters and spotlights are exposed. Build meets the flight time, thrust, & weight requirements.

    Dedicated crew quarters and med bay. Much more farming area than my build.

    Engineering sections are marked. It's a good build.

    Suggestions: There are quite a few windows that would benefit from the change-rotate tool.
    I noticed that a number of thrusters are mostly exposed, you can limit their exposure by covering the tops with armored/combat steel thin plate like this (just a suggestion).

    More feedback may be coming after I get back from work.

    20180331135326_1.jpg

    I will take a look when I get back from work and edit this post.
    One thing, I noticed it's missing a warp drive.
     
    #150
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  11. dpburke2

    dpburke2 Captain

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    [edit]
    @Robot Shark Realized that you were talking about the missing warp drive for another BP...

    As for the mostly exposed thrusters, I would cover them with turrets most likely. Personally, I think it still looks alright covered in turrets but that seemed thematically incorrect for a farm vessel. So I went with just the two turrets and four sentry guns. The hull might not be combat tough but there is a reason the glass enclosure is broken up by walls 3 blocks wide and the thrusters are merged as parts of a hull shape that would accommodate some vertically mounted turrets. I have loaded about 20 turrets on the vessel just for acceleration and handling tests. This was NOT built for combat, but it can be given a modest "bite".
     
    #151
    Last edited: Apr 2, 2018
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  12. Ambush In The Night

    Ambush In The Night Lieutenant

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    Your right, I completly forgott it :confused:. For a cruiser ship it's a shame!
    I read your reply on dpburke2's ship and I realized many of my mistakes (power consumption on omicron for exemple)
    Thanks for your comment, it is greatly appreciated. I'll try to tweak a bit that.
     
    #152
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  13. Robot Shark

    Robot Shark Rear Admiral

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    I will wait for the update then.
     
    #153
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  14. Ambush In The Night

    Ambush In The Night Lieutenant

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    Hi,

    Ok that was tricky!! Finally all areas are pressurized.
    New Warp drive & Repair bay rooms and I tweak some other parts.

    engine-roomm.jpg
    warp-drive2.jpg
    repair-bay.jpg
    staff.jpg
    cockpit.jpg
    back.jpg
     

    Attached Files:

    #154
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  15. JDaremo Fireheart

    JDaremo Fireheart Captain

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    Yo, @Robot Shark Can I still get one in?
    I'm doing the finishing touches now. Life was getting in the way of me settling on a ship style and finishing it.
     
    #155
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  16. Robot Shark

    Robot Shark Rear Admiral

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    Good block and texture work. Ship is under the weight limit, I cannot get the generator past 77% during atmospheric flight. Build meets the fuel consumption requirements. Dedicated crew quarters and medbay.

    Devices are believably located and players do not need to use the control panel to operate the ship.

    When I went through the door saying "repair bay" I ran into the back end of some thrusters that are within the ship, and turned into BBQ. I saw the same thing in the warp core area. There is no warning signs and I went through a different door, into the generator room (and got roasted)

    20180402103316_1.jpg

    The vents on the rear thrusters are not positioned to let the exhaust through, I corrected one in this screenshot to illustrate the positioning.

    20180402102138_1.jpg

    Minor issue, the rear entry ramp does not reach the ground.
    I noticed it is missing a constructor, but that was a bonus point item.

    Sure, I can take a gander at it. :)
     
    #156
    Last edited: Apr 3, 2018
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  17. Ambush In The Night

    Ambush In The Night Lieutenant

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    I should have called it "Repair Bay & BBQ" my bad :D

    By the way, that was a great challenge and a lot to think about!
    Thx for this ;)
     
    #157
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  18. Robot Shark

    Robot Shark Rear Admiral

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    I think I have waited for late submissions / updates long enough. It's time to call it.

    A big thank you to everyone who participated, it was interesting going through your builds and I learned a lot.
    I also wanted to thank Kahrek & JDaremo Fireheart for their input on my build.

    Builds that met the challenge:

    Kahrek's Shoren (1T1-BTY-B) Colony Support Ship
    https://steamcommunity.com/sharedfiles/filedetails/?id=1323872365
    The first submission with an open docking bay on the roof.
    I counted 56 cold sleep chambers, this thing is going to get really crowded when they wake everyone up.
    54 grow pots, might not be enough for the waking army.

    Robot Shark's Janus Light Carrier
    https://steamcommunity.com/sharedfiles/filedetails/?id=1355772389

    monktk's Investigator
    https://steamcommunity.com/sharedfiles/filedetails/?id=1323789108
    A UFO for investigating UFO's? Placing devices within a circular shape must have been annoying.

    Razorwire's Elite Dangerous Wrecked/Recovered Python
    https://steamcommunity.com/sharedfiles/filedetails/?id=1324429148
    The only "wrecked" entry, considering that the damaged block types are not airtight I appreciate the additional challenge using them created. Pity I saw the forcefield-enclosed landing pad on the roof and did not take the hint.

    rucky's CV_IRON_HAWK_typeS
    https://steamcommunity.com/sharedfiles/filedetails/?id=1326222167
    I appreciate you flexibility in making the ship compliant for the challenge. Excellent signal usage.
    The fly-through hangar is obscured, so I do not know know if folks notice it from the screenshots.

    KwC TrixX's Elephant Light Carrier (7.6)
    https://steamcommunity.com/sharedfiles/filedetails/?id=1328858670
    This one is fairly unique with how it sits on the ground. But I think more of a dropship than a carrier with this build. Excellent signal usage.

    styLmntz's Kujira MKIII - Starter
    https://steamcommunity.com/sharedfiles/filedetails/?id=1330707121
    I can tell that a lot of thought went into the block placement on this one, and the LCD's showing upgrade suggestions was a nice touch.

    Metal_Burner's Challenger
    https://steamcommunity.com/sharedfiles/filedetails/?id=1334949311
    One of the lighter builds, well thought out and good block usage with unconventional side hangar doors.

    T431's T4-Avian
    https://steamcommunity.com/sharedfiles/filedetails/?id=1337713291
    Mr. sneaky strikes again, using the non-airtight damaged blocks types to hide ventilators.
    It took me a bit to figure out how you were getting air into the build.

    Ashrai's Elysian Dream
    https://steamcommunity.com/sharedfiles/filedetails/?id=1357625504
    The second submission with an open hangar on the roof.
    Kinda funny how both of you used a 7x14 to close it off.
    I think this build also has the lowest profile.

    dpburke2's Nurture
    https://steamcommunity.com/sharedfiles/filedetails/?id=1348152999
    Build had the most grow pots of all the entries (78), a flying greenhouse.
    Non-conventional hangar door.

    Builds that did not meet the challenge:

    northcoaster76's NC76 Dragonfly Mk. II
    No link provided, landing gear over thrusters, no safe route to the hangar.

    Star_Lord_Sajuuk's Drop Maw
    https://steamcommunity.com/sharedfiles/filedetails/?id=1341320575
    I really wish the author had updated this one, the only thing that disqualified it was the location of the gravity generator.
    Railing around it to keep the players away, or relocating it to engineering would have done it. No warning signs

    JDaremo Fireheart's Lil Skipper - Starter CV
    https://steamcommunity.com/sharedfiles/filedetails/?id=1076800977
    Build uses banned ores, hull blocks touch the ground. No warning signs.
    But I will give a big thank you to the builder, his build gave me the idea for the forcefield cage I made on my entry when I looked at his docking pads in the roof. Making the CV short enough so that HV's can get to the roof was a nice touch.

    Ambush In The Night's Challenger-mkIII
    No link provided
    Great interior work, very good block work in general.
    No warning signs before entering hazardous areas. Vents not placed in a position that would let exhaust through.

    Watcher330's FE-101-Spectre V1.3
    https://steamcommunity.com/sharedfiles/filedetails/?id=936211424
    Very good block and texture work. The second compact build with a un-pressurized landing pad on the roof that HV's can park on. Two partially obstructed thrusters. Players must use the control panel to refuel. overtaxes the generator.
     
    #158
    Last edited: Apr 11, 2018
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  19. Robot Shark

    Robot Shark Rear Admiral

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    Note: I am also going to give myself the "Boot to the head" prize as the build that changed the most since it's initial release.
    <sigh>

    Now for the bonus round.

    Upgrade your submission.
    No more generator/weight/material restrictions (but the rest still apply).

    No hull blocks are to be removed, you must keep the exterior/interior intact.
    You are only allowed to remove faux devices (thrusters/generators), vents (to get to the thrusters behind them), and devices.

    I will also allow the removal of truss blocks that were placed behind small thrusters as filler material.
    Removing "damaged" blocks and replacing them with hull blocks is also allowed.

    I did try to warn you... :D
    ... make sure you save the update as a separate blueprint.
     
    #159
    Last edited: Apr 8, 2018
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  20. KwC TrixX

    KwC TrixX Lieutenant

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    Ouch a little harsh, I designed the lite version to have protection for the start phase so removal of stuff wouldn't work. It won't fit the req's but I'll upload the upgraded version which is Combat Steel and properly done ;)

    Hangar section got a pretty large re-work between lvl10 spec and lvl25 spec :D

    EDIT: I could resubmit my original after reverse engineering the Lvl 25 spec version then it would conform to the req's.
     
    #160
    Last edited: Apr 7, 2018

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