https://steamcommunity.com/sharedfiles/filedetails/?id=1166159589 Warp Variant of the Falcon is up! only needs about 95 Cobalt more than the original Also did this: I call it the Humpback. Basically it is just a retrofit of one of the Stock SVs ( I think it one of the Tier 2. I found the original in creative mode in Omicron orbit). It is both Warp Capable and Drone Friendly (hence the Hump). humpback's Drone work area: Humpback's Engine compartment:
Report any bugs or problems you have with 7.0 updates here. https://empyriononline.com/threads/bug-reports-alpha-experimental-7-0.15379/
Quick random question ... can you dock a HV to a CV using a docking pad on the roof of the HV ? ... Just pondering design ideas whilst at work that's all
@rucky That's awesome! We need the ability to place refinery chimneys and fire pits with smoke effects
Work continues, mostly on the hull. Been having a devil of a time getting all the various angles and curves to line up the way I'd like, but she's getting there. Slowly. I brought in McFluffFace's Equus for a size comparison, but I can't help thinking the scale feels deceptive - even small CVs easily outsize both. Ah well, not looking to build a monster, just a SV-yacht with some leg room.
That thing is just gorgeous... How do you even come up with all the elegant shapes on your works, Kieve?
Amazing work. I could work on a ship for 2 years and it would still not look that good. The desk and keyboard is sweet.
Workhall finished (minus rustification and perhaps a bit more ruggings, let's see) What do you think? (besides I have to make the wall area BIGGER... ) Wall sections are multiple parts. Furnace- und Workhall; basically the same, minus the Constructor type included... It was a bit tricky to get the room air tight, because of all the damaged blocks outside... The layout is made such that you can add multiple such "Halls" side by side; the Greenhouse will be similar... Pipes will be extended... Would you see this in a Mad Max type End-of-World ?
Looks nice - do all the turrets and base systems pull from the same pool of resources (power, ammo, oxygen, etc)? Do you have all the structures extending under the ground for at least 1 block in case terrain it's placed on varies? I always worry about that with my BPs for bases now.
@rucky You need a school-bus HV for the front gate, and maybe some stacks of tires placed as barriers, but that's Mad Max all the way.
Finished Camouflaging my base after moving it to the new build... the poor texture guns were smoking after applying the rust decals.
uuhhh... nice ideas! No, actual each part is technical an own base in itself. If you look a few posts / pages back, you can see why. This Base as shown in the Picture consists now of 17 parts (8 different, if you count Furnace and Constructor as two). In the End I will have multiple Modules to build the final Mad Max Base I want or I can in the survival game, but for Steam I will "mergestruct" something like the above shown into one complete Base (without the modularity then).
Well more a way to get some brown in an otherwise BAF camo. But OH yes my friend... I do wish to make the scraggly ships too.... but mine aren't mad max type stuff... I'm shooting for Reavers.....