Oh, my! The Nurture CV was never planned to be tough, but in the spirit of my Turkey CV, it was planned for an upgraded punch. That was going to be my little gimmick in my survival games, possibly replacing the Turkey as my go to starter CV as long as I had the materials gathered to build it. Change up my game. I believe I had hinted at this, but I guess now it will be plain for all to see. https://steamcommunity.com/sharedfiles/filedetails/?id=1354549908 Spoiler: Pics Not sure why, but at the moment I could not upload any of these pics to my workshop page for this blueprint. Technically, the space with the multiturret is big enough for a second artillery turret, but it just didn't look right. Besides, I did have that harvest box as a part of the original blueprint. Wonder if anyone noticed that tucked up in engineering. As I wrote on the workshop description, this is a farm vessel. It is not tough. I want those light targets to be neutralized as far away from the Nurture capital vessel as possible. I did pull the two sentry guns off the bottom to fit the turrets instead. The impact on acceleration is minor. Added a switch for the multiturret, those things draw power like crazy. A contributor to why the vessel now hits 87% in flight instead of topping out at 84% power, still under the red line in Omicron atmospheric flight. And the repair station is no longer listed as an add-on. Updated the constructors too. All those turrets adds a lot more blue lighting. I am thinking a fair portion of the added cost comes from the turrets. Too bad I forgot to mark a spot for a repair bay on the floor of the hangar. Oh well.
that's an very unfair change to the challenge especially as you yourself take part in that challenge and did know that from the beginning. I suggest therefore you revoke your own participation in it because of insider dealings. that being said as I had to remove most of the thrusters because deactivating them via switch logic wasn't allowed, I had made an alterate Starter Version of it already, WITH these additional thrusters, switches and then a bit more included, which then included minimal but still block changes. Also, upgrading the ship should include upgrading to Combat Steel, still that is mostly not easily done... per hand... without using console commands or god mode. Yes I'm being hard here, but the rules got inforced very strong and to the point already, and therefore insider knowledge to get advantages into own builds should not be allowed/be banned. Just my thinking. Sorry. Nothing personal!
I am more than willing to accept your original submission, with additional generators (and whatever else you decide to upgrade), as the upgrade entry.Your build has more than enough space in engineering for the additional generators. Now you know why I was pushing for faux thrusters as hard as I did, I was trying to steer your build towards the bonus part of the challenge.
again, it's not my submission or problems with it, as you said, all my removed Thrusters has Truss blocks behind or Vent texture on blocks infront, and I have way more room for any upgrade I would want... still it's very unfair to others.
IMO it's not necessarily a good idea to remove these restrictions cause that was the initial concept of challenge, mostly for the generator T1. What do you think about?
Hi, FE-101 Spectre ^^ Aka "Emergency-Warp" Steam Link : https://steamcommunity.com/sharedfiles/filedetails/?id=936211424
The deadline has passed but I will take a gander at it. The ship is well below the weight limit, very compact with good block and texture use. Meets the thrust requirements, but I was able to get the generator to 97% during flight and it only has a 26 minute atmospheric flight time. I would recommend removing some of the vertical thrusters, 76 m/s thrust is well over the requirements. You loose O2 if you go to the forward end of the pilots cabin, but this is a game engine limitation. You can see two of the forward small thrusters in the dip. I tried to roast myself on them, but they are positioned so there is no roastie-toastie. I would recommend using a flat floor to keep players out of the O2-less area and to hide the two thrusters. I found a med bay but no crew quarters (just a toilet and shower). Engineering needs a sign so folks know when they are about to enter it. You cannot refuel it W/O using the control panel. I would recommend swapping one O2 tank with a fuel tank. Most of the thrusters are behind vents and I can see the exhaust ports through them. The spotlights are also behind shutter blocks. Near the cockpit, two of the small thrusters are partially obscured by triangle blocks, blocking half of the exhaust port. While the entry cage in the front is nice, it counts as hull blocks touching the ground. The open landing bay on the roof is nice, but it made me think of adding a forcefield-cage over it so it has O2. I guess I'm on a forcefield-cage kick. Good build all in all, but it needs some tweaking to meet the challenge specifications.
Hey there. Here's a link to the contest-version: https://steamcommunity.com/sharedfiles/filedetails/?id=1356191192 To all who want to try out the "original" or in this case "bonus" Elysian Dream (close to the contest version but more flexible): https://steamcommunity.com/sharedfiles/filedetails/?id=1348330766 //edit: workshop has some probs atm. I'll upload pics later
I am withdrawing the bonus round, I thought that people would like to post the fully-decked out version of their build. You know, the ship after it was fully upgraded. I guess I was wrong, and I apologize if this caused any hard feelings. If you still want to post the upgraded version of you ship, please do so. I like to see what you were building towards, but the new submission will not be counted towards the challenge. Ah... You are aware that the screen shot for the contest version has a game error message on the screen?
The voting poll is open and will close in 7 days. Pick the ships you feel best met the challenge so we can see who gets the bragging rights.
I've re-uploaded but images are still broken. Something is wrong with my workshop - seems like a server side thing. Here's the new link, maybe valve gets things fixed at some point: https://steamcommunity.com/sharedfiles/filedetails/?id=1357625504
Updating the blueprint normally takes care of the thumbnail picture. As for the screenshots, it's server-side, I already submitted a ticket on Steam for it. You can try uploading the images in other browsers, some have reported success using Internet Explorer. I was able to upload some using Firefox the other day. If one browser fails try another.
The LIL Skipper was never my official entry. I popped it in earlier for you to have a look at but since it was flawed, I was rebuilding it. Too bad life got in the way, but if I finish the true starter version I'll pop it in here. The only reason it had Rare ores on it is that they changed the recipe for the T2 RCS and added them. Mostly done the rebuild. I'll try and finish it tomorrow while I have a break from work.
I just wanted to give your ship a vote... but I couldn't find it?? (there is no additional bonus challenge so no unfair knowledge gotten)
We have our winner. Again, thank you to everyone who participated. @rucky 's CV_IRON_HAWK_typeS https://steamcommunity.com/sharedfiles/filedetails/?id=1326222167
@JDaremo Fireheart updated his build, and I promised to review it. FSCV - LIL Skipper MK-2 https://steamcommunity.com/sharedfiles/filedetails/?id=1368255447 So... Massive difference in power consumption from the original, I could not get the generator past 19% during flight. Warning signs are up (or down for the ones on the floor ) Devices are accessible by the player W/O having to use the control panel. The bottom of the ship no longer touches the ground, and the rear ramp still reaches the ground. The RCS units are easy to find so they can be upgraded by the player. I am still impressed that the ship is low enough that you can park HV's on the roof. You can roast yourself by standing in the forward corner of the cockpit, right before the glass starts. The sloped block does not keep the player far enough away from the vertical thruster to keep them safe. This can be easily corrected by moving the two vertical thrusters one square away from the cockpit. The ship does not meet the requirement of having at least one axis with 20 (or more) M/S of trust. I experimented and add 2 small thrusters (per side, for a total of 4) to the rear of ship near the landing gear and got the vertical thrust within the challenge specifications. This did not take the generator past 30% during flight. From a challenge perspective, a massive improvement from the original with some easily correctable discrepancies.