I just released the Messenger - survival variant. http://steamcommunity.com/sharedfiles/filedetails/?id=1128394972 It's the ship made by @Fractalite which he generously gave me the permission to publish. @Fractalite The only thing i changed was to add a Gravity generator to the main level. Everything else is left untouched by me. It's just too damn good!
Back on Akua filling up on oxygen and going for a little swim. lol I don't understand why people complain about graphics in this game. This game will give you some very beautiful screen shots.
I agree @banksman45 A couple from tonight with the AC-477 in progress with the Angelspire. Beautiful despite my pile of blocks.
I couldn't agree more! I'm really picky about graphics and the screenshot potential was a big selling point for me when I was checking out the Steam store.
I learned that if you turned shadows on in the game that the extremely bright shine goes away. I should have done that in the first place and makes the inside of ship and bases with the new texture blocks look awesome . Well at least to me it does.
I keep shadows turned off in Creative just so I can have more light to work by. Wish I could set the ambient light level in Creative. Also, shift clicking stuff to add stacks of 50 to inventory needs to be a thing. Yes, I really need 100 T1 generators and no I don't want to click 100 times. In other news I decided to gut the engineering section of my station and redo it. I'm probably going to revisit the cafeteria, officer's quarters, and med level as well. I must be a glutton for punishment.
Creative light level - Yeah, working in space with the new textures, I'm finding this hard. Also - Crosshair ... can't see it most of the time, just needs a black outline really. Stack usage in creative - GET RID OF IT! totally unnecessary and a massive ball-ache at times.
In creative there should be unlimited stacks of materials and devices imo. Most of the time, i find it just annoying to create a plane in mirror mode for ex., just to notice that the stack of hardend steel ran out and only half of the other side was made. That's really annoying sometimes, lol.
It took me a bit to figure out what I wanted to do but the redesign of engineering is going well. There are four L-shaped engineering/engine rooms. This part is located at the intersection in the middle of the room. I'm actually happy with this section for the most part so I kept it. I might have to do something about the gravity gen. It's blocking the view of the greeble thingy behind it. Edit: Moved the gravity gen to inside the greeble thingy. Because the station is short two blocks on one end this required an exterior patch to cover the hole left by the gravity gen. The furnaces are accessed from the side where it's safe. Turning around to look behind. This is the part I wasn't happy with. So I tore out the generator housings and mirrored the bits with the fuel tanks on the other side of the room. I had to tweak a few minor things to make it work. New generator housing. A single housing instead of three separate ones running along the length of the room instead of across it. Gives it a more open feel and there's plenty of room inside the housing to add more generators if necessary. I tore up the floor so I could add pipes and stuff that will eventually be covered by steel grates. The floor is only a layer thick so it was exposed to space for a bit until I added some additional blocks to close it off. It adds some greeble to the outside of the station but it serves a purpose. I'm left with an empty section on the other side of engineering. I could put another generator housing there but I'm already going to end up with four of those, one for each engineering area so I stuck a raised platform with advanced constructors there and some big fans in the back of the room.
Although I see the need for improvement in the textures and lights on structures and vessels I agree that the landscapes can make me stop to appreciate the view. Complaining about a game's graphics is a part of gaming for some. If a game has all the bells and whistle including 4K textures, AO, Subsurface Light Transport, etc., then you hear, "Every other game except this one runs fine on normal settings." If a game is optimized for 108op then you hear, "I can't believe how rubbish this game looks at high resolutions." Those threads are also peppered with, "Why can't it look more like [Player's Favorite Game] ?"
Awww shucks. Well thank you Neal. Tis your masterful design. Bravo sir, Bravo! I am excited to see what else you come up with.
If you're not happy with it, do it. Oh My, haven't seen that design before. Might make for a good SV, maybe even a nice CV design. Hush Yourself!!! Don't give them ideas. LOL I don't see two figures clinging to a ballroom door in that image . . . Yes he does. So glad he's back and brought with him my fav HV along with a smaller version of it. @Siege Inc. Try adding Emissive textures to the sections between the walkway panels on either side. maybe the newest one that looks like light panels.
One of the cottages for my Sweet Haven project. Yes, it's technically an SV. To me, the small blocks look better in this case.
It would go together so much better and closer to that pic as CV or HUGE SV. We seriously need 1/4 & 1&8 curves and a 12 1/2 degree slope for it to look right at the size I'm going at. I may end up making a CV out if it in the end. This first though.
Making progress: It's harder than i initially thought to create a bigger version of the prototype and keep roughly the same proportions.
Squirrel ! Back to the CV. Hangers finished, and mostly textured, Living accommodations in the back are laid out and mostly done. Time to texture them too. Just have to round out the rest of the living areas and texture the whole thing. It is slow going in survival. Wish I had your skill...