Some small adjustments on the Experimental Transport SV: Increased the number of downwards Thruster by 2, added 2 more 32k CC's, closed the outer Hull, noticed that I CANT use Force-fields to make the Loading Bay for the HV Airtight. Added switches/light Barriers for the Doors. Not yet functional. Shaped the Interior and partially Textured it. Added small Wings.. WIP
I can almost see the Ark of the Covenant in the back. Just kidding. Very impressive. It does have an Indiana Jones feel, though. Perhaps Stargate would be a more apt comparison.
I don't have a card this year, so I just want to say: I hope all are safe and well this Holiday Season. Merry Christmas to All!
After a bit of a hiatus from EGS, I thought I jump into Creative and mess around with the TALON (SV) a bit. Like its earlier rendition, it is setup for Auto-Miner Maintenance tasks and is essentially a long-range runabout. May post to workshop when complete.
A bit more exterior detail added this afternoon, and I moved the entry from aft to port side. Finishing the interior redesign is next on the list,...
While in Creative I 'found' one of my small Transport-Shuttles which gave me, after the latest CPU Changes, some serious Headaches. Reason was its Size compared with its CPU-Tier (T4) and the actual intentions why I had built it in the first Place... Stats BEFORE the rework (T1 because I was not willing to raise it to T4 so no CPU extenders placed) Stats AFTER the rework (still needs a lot of Texturing) This Version of the (SV) Aquilifer is now Size 1, T3, Capable of lifting 560Tons, 1 CC 17.2k, 4 Smaller Cargo Boxes, Warp Drive and Shield, 1 Turret and 2 Gatling- Guns. Ammo-Box Size for 10k Rounds.
While walking around raising my rep I heard something turned and watched a alien assassin scratching a creepy I sat in awe and watched the creepy get clawed to death. I never noticed anything like that happen before that I can remember. Made the game feel a lot more alive and hope to start to see more creatures fight and interact with each other while playing.
Jep, I've seen a golem tackle a Zirax. ---eng--- Somehow I can't get structural integrity under control. Everything is green, but if I shoot the anti-personnel gun away, the building will collapse. Sometimes it is also the spawner. At the moment it demotivates me enormously. ---de--- Irgend wie bekomme ich die strukturelle Integrität nicht in den Griff. Alles ist grün, aber wenn ich das Anti-Personengeschütz weg ballere stürzt das Gebäude ein. Manchmal ist es auch beim Spawner darunter. Momentan demotiviert mich das massiv. .
Wish I could help. I'm not very pleased with the way SI works in this game, either. Arches and cantilevers seem to mean nothing here. If there is a way to turn it off, I will do so.
SI was a good idea, but the implementation is so bad (as usual) they should just get rid of it. But then, if they got rid of all bad implementations of everything, I wonder what would be left?
If all is that Bad...why are you still here? You use every opportunity to tell this sad story to everyone, if asked for or not. SI, as 'bad' it may have been implemented Years ago, will see a rework some Day. If that means that all Bases will get obsolete or only unbreakable by using Multi-Tools or Weapons...who knows?
Can't say it for sure but I believe the use of Deco-Blocks as support for those Tanks are the problem here as they only 'pretend' to be solid but are made of Tin-Foil instead. You might try to replace those Deco-Blocks on one of the Tank with Thin-Blocks, destroy a Block and see if it still happens.
I have no issues with SI. It works pretty well for me. Maybe its the software and electrical engineering background I have, or I've learned enough of the SI rules to not have pain with it, but Structural Integrity works for me. I just wish that bits that fall down did not despawn quite so quickly.
More to it than that I believe (maybe not in this case, but in some cases certainly). I have come across situation where a functional block cannot be supported unless a certain block under it is present and will fall through and ignore other blocks. Most annoying with retractable turrets on a base. They are OK when part of a spawning building, but if left as an option for a BP consumer to add later, then they find they cant place them as they fall through an absent 1 out of 9 (3x3 area) blocks. Ive seen this with other devices as well. Then we have limited spans that have more in common with stone henge than modern materials hindering contruction of useful sized hangars. I have also seen extremely inconsistent behaviour when building underground bunker bases in game - sometime blocks stick to the rock, sometimes they dont. With SI debug on, I have seen a ceiling collapse inside a bunk despite being perfectly green. Then you can spawn a base from a BP and its fine, but looking around maybe you see a spot where too much is clear of the ground, so you add a supporting block and the whole goddamn thing collapses FFS. Then there is salavging POIs. If SI worked, then whole thing would collapse eventually when you undermine and/or cut away the base layer. Its does not. Sometime single blocks get left floating etc. You can build something block by block or you can spawn it and often the SI diagnostic will be vastly different. Conversely adding a block (as expected) will cause a complete structure to be revaluated and this may result in a vastly different result to that when it was placed. Hanging plastic pipework is a common thing to want to do (for eg - to hang grow lights off or whatever) - I have seen that all collapse despite it being green and regularly attached to the ceiling. And this is just thing I can quickly think of on the spur of the moment. If you all think this is working as intended then someone had some very strange intentions or maybe you have been mostly lucky. I call it horribly broken. Alot of this could have been partially mitigated with the addition of some kind of structural support beam type block (awful idea, but for some scenarios far better than what we have). Better diagonal stress distribution would have helped too. I know such thing make it more complex to calculate, but one can cache an evaluation and refresh it when a contributing factor changes (digging under, taking damage, being salavgaed/built etc).