Hover Vessels

Discussion in 'Questions, Discussions & Feedback' started by EleonGameStudios, Aug 23, 2015.

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  1. ricardopr

    ricardopr Commander

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  2. ricardopr

    ricardopr Commander

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  3. ricardopr

    ricardopr Commander

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    Dome Tank 2

    Based on Space 1999.

    This second version had the high measure corrected. it has now 2,50 mt high of the hull. Access by the rear door is now possible.

    A defensive or offensive vehicle piloted by one man.
    The access to the cockpit is done by a hatch on the top, behind the weapon and by the rear door.
    http://steamcommunity.com/sharedfiles/filedetails/?id=735176860

    A2.3_WS99_2016-07-31_19-50-09.png
     
    #223
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  4. ricardopr

    ricardopr Commander

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  5. ricardopr

    ricardopr Commander

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    Hampshire 2 MP

    *The Hampshire 2MP had several components removed to optimize it for multiplayer. This version is now size class 3. Slightly slower and less turn but less heavy for server performance.

    Based on HMS Hampshire, a County class destroyer laid down in 1959.
    Made at a scale about 1:2

    ***Warning, this is a massive HV intended to be used on deep water. To operate correctly, on water deep enough, press Y to disconect and Y again to reactivate Just before the water line reaches half hull. Never allow the ship to run out of fuel, it will sink (Its a HV). The lower level is under water***

    Type: Destroyer

    Size: (WxDxH) 9.5x77x21.5
    Mass 267 t
    http://steamcommunity.com/sharedfiles/filedetails/?id=737266763

    A2.3_WS_2016-08-04_03-46-47.png
     

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  6. G.Metzel

    G.Metzel Commander

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    Hello everyone!

    Today i present the Class 5816EGS "Sir Eleon" warship. An older design from me, that I reworked and and optimzed, after i notice that Eleon fixed a couple of problems with bigger HVs.

    In the past this BP stuck on the ground every time, but the fixed something, I don't know what but it works!
    So I build an "happy birthday warship" for Empyrion out of it.

    Class 5816EGS "Sir Eleon"

    20160806171011_1.jpg 20160806171020_1.jpg 20160806171057_1.jpg 20160806171107_1.jpg 20160806173300_1.jpg 20160806173328_1.jpg
     
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  7. ricardopr

    ricardopr Commander

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  8. Robot Shark

    Robot Shark Rear Admiral

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    I was thinking that this would be a good replacement for the escape pod.

    Disable the thrusters and let the player glide it in using the RCS to steer.
    The development team can put whatever they want to into the cargo box for starting supplies.

    I made both a HV and SV version.

    https://steamcommunity.com/sharedfiles/filedetails/?id=741460827
     

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    #228
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  9. Frigidman

    Frigidman Rear Admiral

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    These are ground vessels by nature, but actually work as appliances:

    http://steamcommunity.com/sharedfiles/filedetails/?id=740672568

    I found them useful enough to bother posting on the workshop. They are simple by design on purpose for quick-decon. But taking the idea and making really rugged and tough n tumble versions is certainly doable. I may make one to add to the collection. Or maybe not.

    20160711143011_1.jpg
     
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  10. jasmira

    jasmira Ensign

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    Yo,

    is it efficient to use HV as ' turret platforms' attached to a CV? So instead of putting lots of weapons onto the CV itself, you dock several HVs on it and equip THOSE with turrets? I am sure I saw some ppl do this but I wonder if there is a real advantage to it.

    If so, are there any great blueprints for such a HV-supported CV?
     
    #230
  11. Frigidman

    Frigidman Rear Admiral

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    CV weapons have a higher per-hit damage ratio, and reach farther. So you would not benefit much from just using HV weapon platforms.

    However, HV weapons are 'smaller' and can fit in tighter areas, and work better than the Anti-Personnel Turrets. However going about doing it is a bit more work to get it stuck right, and hope the HV never runs out of power, because they DO detach when they have no more power ....
     
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  12. Groza

    Groza Commander

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    #232
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  13. TwistedMaster

    TwistedMaster Commander

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    The docked vehicles stay docked even if you have no fuel in them. I have used HV's on top of CV's for planet side support. Yes they do need to be running for guns to work. But if you power down everything, including thruster. They can run for about 2000 min on a single tank with large fuel cells. And I don't think checking fuel every 2000 min or so is a great problem. But they don't undock if they run out of fuel. Been there so I know this.
     
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  14. Frigidman

    Frigidman Rear Admiral

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    Oh really.... hmmmmm. I could swear mine undocked and got flung out the hangar door on takeoff once because I lost power to it. But this was a while ago before hangar doors lol!

    Well, good to know they stay stuck then. Losing them because they ran out of fuel was kind of a hassle.
     
    #234
  15. TwistedMaster

    TwistedMaster Commander

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    I believe earlier version of game had that problem. But now they stay. I built an HV for compact way of storage. Once it was where I wanted it I removed everything except for HP's and docking pad. Then loaded it with cargo boxes. Have taken CV into space and landed on several planets. And the HV hasn't moved yet. Though if I keep bumping into asteroids the way I do. The HV might end up in space along with me. ;]
     
    #235
  16. Cavadus

    Cavadus Commander

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    Ummmm, the obvious benefit to docked HVs on CVs is that the larger turrets (like artillery) will work inside atmo :)
     
    #236
  17. SoCalExile

    SoCalExile Captain

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  18. Mikemc

    Mikemc Commander

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    Why not just place the Hover pads higher up so that the 3m mark is where it floats at? Then you can use shallow water and docks.
     
    #238
  19. KRP_one

    KRP_one Ensign

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    #239
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  20. ricardopr

    ricardopr Commander

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    Most unfortunly i believe that will not work, unless there is something i didnt find or know.
    As far as i know, the position of the hover pad will not make any difference in the high that the HV will hover. What i found so far is that the hover engine is required to make the HV floating and funtion.
    The high of the HV to the ground is dependent on the high of the HV itself. The hover engine may be placed anywhere, even on the top of the vehicle.
    A HV with the smallest vertical size will have the higher hovering distance to the ground. The weight seems to have no effect.
    All this may change in the future, of course.
    The jump of the HV seems also linked to the ground clareance. A small HV may jump very high while the very large HV sea ships i made barely if any jump.

    Now about floating on water, before the version 3.1, water had some physics or at least some emulation of physics. All vehicles, HV CV or SV that would dive into the water would feel some resistance, loosing much speed and needing more engine power to achieve speed. As if there was drag.
    All vehicles would also float when active. The floating point would be almost the exact middle of the vessel vertical size. So the floating point would allways be the middle of its high from bottom to the highest point.
    Most unfortunly, after the update 3.1 and still in the 3.2, the water lost all these physics. Perhaps due to the new Unity engine or because it was left behind. At the present time all vessels simply sunk to the bottom and feel no drag at all under water. HVs can float above water but if they cross the water line they will float at the bottom, in the underwater ground.

    The large seaship i made could only work on water, floating. they were made as HV for that purpose. To behave as seaships and not fly to the space.

    Below, The Hampshire floating before 3.1.
    A2.3_WS_2016-08-04_03-46-47.png
    And here the freighter Kingston. The way to balance the high of the HV and place the floating poing at the intended water line of the ship. Note the "leg" under the ship necessary to move the middle of the total high of the vessel to match the water line.
    WT242_2016-10-02_17-14-48.png

    At the present time They will just sunk, so i am waiting for future water physics.
    However i noticed that the "leg", at present time, is underwater. So as soon as i am finished with the last very large CV that i am building, i may try to check if it is possible to simple lose the leg and greatly increase the hight on the upper part. Perhaps it will allow a new way to find the floating point. However there will be no water drag slowing th ship. Well, less fuel consumption to the low top intended speed.
    Also, the ship will sink about 5 or less minuts after left alone with no one on the pilot seat. Before 3.1 it would only sink once fuel ended or it would be disconected. Guess less fuel tanks requires now but.... A proper dock is necessary to leave the ship.

    Lets have a look at that in the future.

    Edit: Could not resist and proceeded with the experiment. Removed the leg and placed a very tall post. Unfortunly no sucess. The large vessel floats above the water. If the bottom crosses the water line, the vessel will just sink to the bottom.
     
    #240
    Last edited: Oct 2, 2016
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