[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. dpburke2

    dpburke2 Captain

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    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

    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.

    IT Creative_2018-04-06_21-36-23.jpg
    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.

    IT Creative_2018-04-06_21-38-59.jpg

    I did pull the two sentry guns off the bottom to fit the turrets instead.

    IT Creative_2018-04-06_21-41-25.jpg

    The impact on acceleration is minor.

    IT Creative_2018-04-06_21-50-19.png

    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.

    IT Creative_2018-04-06_21-37-40.jpg

    And the repair station is no longer listed as an add-on.

    IT Creative_2018-04-06_21-37-50.jpg

    Updated the constructors too.

    IT Creative_2018-04-06_21-38-27.jpg

    All those turrets adds a lot more blue lighting.

    IT Creative_2018-04-06_21-42-53.jpg

    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.

    IT Creative_2018-04-06_21-40-05.png
     
    #161
    Last edited: Apr 7, 2018
    Robot Shark likes this.
  2. rucky

    rucky Rear Admiral

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    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!
     
    #162
  3. Robot Shark

    Robot Shark Rear Admiral

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    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.
     
    #163
  4. rucky

    rucky Rear Admiral

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    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.
     
    #164
  5. Ambush In The Night

    Ambush In The Night Lieutenant

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    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?
     
    #165
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  6. Watcher330

    Watcher330 Commander

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  7. Robot Shark

    Robot Shark Rear Admiral

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    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.
     
    #167
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  8. Mysh

    Mysh Captain

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    #168
    Last edited: Apr 8, 2018
  9. Robot Shark

    Robot Shark Rear Admiral

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    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?
     
    #169
    Last edited: Apr 11, 2018
  10. Robot Shark

    Robot Shark Rear Admiral

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    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.
     
    #170
  11. Mysh

    Mysh Captain

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    #171
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  12. Robot Shark

    Robot Shark Rear Admiral

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    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.
     
    #172
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  13. JDaremo Fireheart

    JDaremo Fireheart Captain

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    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.
     
    #173
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  14. rucky

    rucky Rear Admiral

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    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)
     
    #174
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  15. Robot Shark

    Robot Shark Rear Admiral

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    Thank you, but I did not include it on purpose.
     
    #175
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  16. Robot Shark

    Robot Shark Rear Admiral

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    #176
  17. Ambush In The Night

    Ambush In The Night Lieutenant

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    Congratulations!
    Nice ship :D
     
    #177
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  18. JDaremo Fireheart

    JDaremo Fireheart Captain

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    Congrats @rucky
    I wouldn't have stood a chance. LOL
     
    #178
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  19. rucky

    rucky Rear Admiral

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    oh nice :)
    thank you all!
     
    #179
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  20. Robot Shark

    Robot Shark Rear Admiral

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    @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.
     
    #180
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