Here's something smaller and lighter! It's modeled after Japanese whaling ship and can kill any critter faster than you can paint murde *ahem* research on the hull! Features huge amount of freezers to keep the meat fresh and low ramp in the back where you can bring in the haul! Ever felt an urge to "man the harpoons"? Now you can! Let no space whale escape! Blueprint link: http://steamcommunity.com/sharedfiles/filedetails/?id=642911694
The Otunga Hover Vessel is finally available on the Steam Workshop! http://steamcommunity.com/sharedfiles/filedetails/?id=642451626
And here's something heavier. Made this first in the hover craft format, since I got the inspiration from Hunter Killers in the terminator movies, so I wanted to make it look like one, which requires turrets. However this thing is quite chunky and has tons of firepower so it's actually usable even if it's hover craft There's 4 miniguns facing forward and one rocket turret in the aft. Inside is every piece of equipment you can possibly place in HC, access to the cockpit and two passenger seats as well. Blueprint link: http://steamcommunity.com/sharedfiles/filedetails/?id=643473878
There's not that many hover vessels in here, so I decided to do something unusual for me and make a hover vessel version of the Zodiac rubber boat I made for the Whaling CV. So here's a teeny tiny "proper" rubber boat that you can make as soon as you get to level 3, it's armed with double gatlings and has no exposed parts on the biting side. So it should actually be usable for the first few levels. Although this thing takes roughly 50 ingots of everything more than my Mini-Hv and doesn't have headlight(because that requires lvl 5!) Blueprint link: http://steamcommunity.com/sharedfiles/filedetails/?id=648105987
Here are 3 tanks based on Space 1999 and a small buggy. The Moon Buggy: Type: Small utilty HV Walkable: no Size: 5x8x3 Data: - Max Power: 1.8MW - Fuel: 370 units (max) - Consumption: 18h30 - Oxygen: None - Mass: 1.61t - Weapons: None FTL Tank: Type: Tank HV Walkable: No Size: 9x15x8 Data: - Max Power: 1.8MW - Fuel: 686 units (max) - Consumption: 11h - Oxygen: 400 units (max) - Mass: 6.06t - Weapons: 1x Artillery turret + 1x Rocket turret Dome Tank: Type: Tank HV Walkable: yes Size: 7x16x9 Access: - Rear Door Data: - Max Power: 1.8MW - Fuel: 681 units (max) - Consumption: 10h38´ - Oxygen: 400 units (max) - Mass: 6.04t - Weapons: 1x Artillery turret + 1x Rocket turret And finaly the Eagle Tank: Type: Tank HV Walkable: yes Size: 8x19x8 Access: -Back door Data: - Max Power: 1.8MW - Fuel: 1256 units (max) - Consumption: 21h39´ - Oxygen: 400 units (max) - Mass: 5.15t - Weapons: 1x Artillery turret
Two HV made for transport inside tunnels. These are used inside the bases. HV transport for use inside tunnels. Type: Transport HV Walkable: yes Size: 9x15x7 Access: - side doors + Rear door Data: - Max Power: 1.8MW - Fuel: 619 units (max) - Consumption: 19h20 - Oxygen: 0 units (max) - Mass: 3.08t - Weapons: None And the Tube transport small: HV made to operate inside tunels as a transport. Type: Transport HV Walkable: yes Size: 7x15x6 Access: - side doors, Rear door Data: - Max Power: 1.8MW - Fuel: 499 units (max) - Consumption: 15h - Oxygen: 0 units (max) - Mass: 3.12t - Weapons: None
That's very nice idea for those kilometers long cap ships some players seem to enjoy doing. For my cap ships those are about the same size as the vessels themselves, so I'd like to make a slightly smaller version
The "T4C Platform" and the "T4C Heavy Attack Explorer" The only difference between these 2, is that the platform, serves as a naked platform, the Heavy attack Explorer, is mounted with guns. (Artillery x1 and Minigun x1) First, the boring parts: Factory build cost: Material: Platform: Heavy Attack Explorer: Iron: 580 600 Copper: 270 280 Cobalt : 220 230 Silicon: 170 180 Zascosium: 10 Erestrum: 10 Neodymium: 10 Build time: 49m 6s 51m 35s Min level req: 7 15 Some practical info, hints and tips: REMEMBER: If you put manufactured items into the factory, you will decrease the build time. (I.E. electronics, cables, metal components etc etc) Why the camo? Because.... I felt like it looked like a tank And, wouldnt want to be spottet from above, even though, NPC's hardly care... But, guess it's nice in PVP ? Why the Artillery ? Because, go try the artillery out for yourself and, aim carefully, at something VERY far away Why the Minigun? Self defense for the HV. Go dig some resources, and let the minigun take care of nasties for you (Wont hurt to go help it though...) Piloting: I found this particular design VERY capable of climbing hills. Takes steep climbs head on, and "jumps the bumps" while speed is up. Driving it sideways, and SLOWLY!!! will make it climb some pretty amazing slopes DO NOT DRIVE UP A MOUNTAIN TOO FAST!! or it WILL tilt on you.... which means you gotta get out and dig it upright again :-/ Takes some getting used to, as it is somewhat heavy. This, is because it's build as a defensive platform, so you can go do what you need to do. The placement of the O2 station, is based on the need for diving on Akua. this, is also why, i placed 2 lights underneath. Theyre not THAT usefull, but, gives some light in an area, and, makes "finding the HV again", less of a pain. I recomend to seperate these lights into a group called "Diving Lights" so you can turn them off, and thus save energy. Steam Workshop Links: T4C Platform T4C Heavy Attack Explorer Statistics: (Shown from the "Platform" vehicle) Spoiler: Statistics Exterior shots: Spoiler: Exterior Spoiler: Exterior Spoiler: Cockpit View
Final upgrade to my "T1" series: Almost the same as the above post, but, now with added CV Docking Pad, and 3 minigun turrets. Climbing capabilities, has improved, WHEN CRABBING.... (Move sideways + forward) http://steamcommunity.com/sharedfiles/filedetails/?id=672861701 Removed the Camoflage, and when along with my red/black theme Iron: 580 Copper: 280 Cobalt: 240 Silicon: 180 Added: +2 Fridges. +2 O2 Tanks. +2 Cargo containers. +2 fuel tanks +1 Ammo Box. +1 CV DockingPad Relocated O2 Unit. Relocated Constructor Relocated HeadLights Relocated Core Doesent get more complete than this little piece of wonder <3
Ive been doing some game-engine tests with HV recently, and have deduced no matter the size of your HV, you only need that initial "Hover Engine" it places with the started block (and subsequently, that location is the ONLY location that dictates hover height/reaction to ground). I personally think the flight dynamics of the HV are entirely fubar'd. I can elaborate if anyone wishes it... I ran through multiple tests of various configs and sizes.
If it only reacts to the original engin... then why do i get dustclouds from the other 4 i placed on mine, and why, does it "seem" to climb better (less collisions) with my curent setup, than with original one ? .. wishfull thinking i guess
I believe its perceived effect. I did some tests with a 'long' HV and a flat splotch of land with a hill. The HV would not begin to lift upwards till the initial starterblock area was over the start of the hill. Then I destroyed all engines, placed an engine in the nose... retried. Same effect (although dust particles near the nose now). I then removed that engine, and put engines all over the bottom of the HV, 30 of them! .... didnt help anything
Awe skittles Here i though i found something really nice.... But, still drives nice though muahaha Maybe cuz mine, isnt overly massive LOL ... but, IF the extra engines are useless..... Why are we then even allowed to put more than one on ? (read: Make them work as the Warp Fuel container does = Max one per vehicle)
I have a feeling they are SUPPOSED to create 'bubbles of influence' from each and every engine. Or it actually DID at one point, but was canged (or broken?). One would think that each engine creates a pad of lift around it. The bigger the HV, the more engines you need to cover all the edges (much like a hover craft needing as big a skirt to cover the full platform area). Maybe its an unfinished dynamic? Maybe Eleon will read this and go "OH SNAP! woooooops"...
Played around with it... Correct, the extra engines, have nothing to say, when it comes to dictating when to raise the HV, in terms of the said "cushin" ... only the main engine, works in that matter. However, i just ripped off the 4 extra engines i had on, and now, it slams the belly onto the ground, when falling from a certain height. This, did not happen, with the 4 extra ones on .... so, they DO something i guess.... but.... really bad description, as to WHAT they do.... Seems they act as a sort of "booster" for the main, original, engine :S
Weird. Here is an example of playing around with the location of the 'starter block', and building up from it, then ripping away. You can get a really high cushion that lets tou fly over all kinds of landscape! Note the two little guys up front, one shows where the 'starter block' began, built up, then removed. It will hover that high! LOL!
Tina, you are right. I slapped 10 more hover engines on the bottom of that Land Strider, and it has a very violent reaction to land changes now. It does seem the more engines you put on it will react quicker to changes (and even fling you high into the air if you fly over a small rock). However the area of influence is still that small spot where the core originally was Interesting on the 'reaction' increase though! Here is a second video of that same vehicle to show how violent the reaction to ground is now lol!
LOL ... hope you have some painkillers for yer back there buddy.... and, happy diving... Getting that demo HV back up, gotta be fun LOL