Only thing i did today (aside from struggeling with motion sensors and lights on that freaking huge ship* i work on) i did a little collection of different shapes and design elements for future ships i'm going to build. Thanks to Copy&paste i can create all sorts shapes i'll going to need when creating ships. With this, i ensure that all ships will look related (similar to Star Treks various Galaxy variants like Nebula, Cheyenne and so on.) *i will probably start creating smaller ships, since ships like the current one are just too huge and not very economical (at least at the current state of the game).
Creating Spheres is quite easy now (using copy&paste). You actually only have to create 1/8 of it (utilizing the mirror and then copy/paste the rest). http://www.plotz.co.uk/ But even the comparably small shpere of 41 Blocks radius has a HUGE interior space! I don't see much of a use for even bigger ships TBH, at least as long as there are not way bigger devices (Tanks or Engines) than there are now in the game. Maybe you could create a STÄDTE-Klasse? (That would still be a huge ship in EGS ) Even such a "small" ship, you would have LOTs of interior space to play with.
That's what I'm talking about GIGANTIC space in smallest possible dimensions Yep, I'm doing it Besides I'm probably again needing help with interior designs, not my league sadly :-( but let's see, you all have given me many good design ideas already... Seems I have to stop another WiP project... but that one is more interesting... Teaser-Pic of other Project:
Last night we finally got to enjoy another little game session (seriously looking forward to the weekend), and I spent a lot of time working on our base. I was ready to spawn our faction dropship SV, but I wanted a protected hangar for the SVs so they're not easy targets for drones. When I first signed in, there was a drone wave attacking the base, but the turrets wiped them out. The next thing I knew, there was a warning of a Troop Transport! Thankfully it was also shot out of the sky. Here's the main structure of the hangar shaft when I got it constructed. This one is not as deep or epic as our underground hangar last time, but it has a larger opening, and quick access to our Workroom. It's really quick to come in, toss ore in the furnace, store goods, repair gear, and go through the door for medical and food. Our last base was built underwater and had a long corridor over to the nearby island, and a hangar shaft all the way up to the surface. The new one is more modest, but the base can be multiple floors deep into the mountain if we wish. I finished up the exterior of the hangar shaft and added another minigun turret. The new hangar still wasn't big enough for our dropship. We spawned Gargoyle near the beach and went inside--it's super blue inside. I used the honeycomb texture for trim before it was changed. The pattern was much smaller before and looked really great as trim. I don't like it now. I see it's not terrible, but it's not good either. I have to play around and try to make nicer trim, I think. It's tough because of the triangles and most textures don't play well on triangles and corner pieces. I otherwise love Gargoyle a lot! We stocked up the ship and headed up to orbit to do some neodynium mining. My playfields still include the "classic" resource asteroids around starter planets and I'm going to keep it that way to reduce the feeling of grind in the start of the game. I know the goal is to slow progression--but I think the massive requirements for devices and weapons slows progress effectively enough. After we cleared almost every last ore of neodynium from the asteroid, Timo and I played around in space a little bit--just being silly. Then we went home and put the ore to process, and began making a plan for a landing pad outside for larger ships like Gargoyle. This morning, Timo put our "Starter CV" to the factory. It's unfinished, so we can all decorate it together in Survival mode, but it'll get us to our first long term expedition--and perhaps a new Homeworld. I am also going to experiment with naming my generic traders. It's so sad that the stock traders have names like "ComponentsBasic" I hope it'll work!
I know this is just gonna come across as a tease, but I had one of those "stroke of genius" moments tonight at work (or insanity, time will tell I guess). After posting the Aetheria, I've gotten quite a few requests for a CV-version, or minimum a matching CV that will hold her. But owing to how clumsy the 2m³ voxel grid is with BA/CV structures, I knew I just wasn't going to get the same level of detail from a CV build. However, I think I've figured out a solution. And if I can actually pull this off (debatable, but I haven't been this excited about a project in ages), it might even persuade the devs to take another look at how the BA/CV grid is handled. Bare minimum, it will look bloody fantastic - and you guys know that's not something I say about my own stuff very often! *excitement*
I've had a quick look and I found some Star Trek Ascii art here > Http://sunnyspot. org/asciiart/gallery/started. html It's a bit basic, but some of it could be adapted, I think.
Can anyone tell me how small text can be on a LCD screen? I'm looking at Ascii art and getting excited about making amazing LCD displays, but realise it probably won't work with the resolution limitation based on the text size.
Had a bit of a burst of insight last night myself. Think I have an idea for an Abandoned structure that will actively involve hovercraft participation, but it is going to be difficult to pull off.... We shall see.
Hello all of you I want to show you what I have done in the interior ... I show you this because I have a lot of work on the ship and it is again the most beautiful vessel from the family X .. I want to make it another and also nice ..
Let me guess. You are attempting to merge a CV and an SV. Use the CV for gravity and thrust and the SV for the body and details. There are a few of us already working on this as well.
Isn't it as simple as having a 'small' CV function core, then docking the SV (Or HV!!) to it, then expanding it's structure to surround the CV core? Lol if this worked you could make space miners that weren't turds. And also break the CVs atmospheric weaponry restrictions
Sadly not. HV-Turrets docked at the CV will not work - only when you man one, then this one can be fired manually ;-)
Did you know 450 lights is the equivalent of 8 class sizes? That's how many I deleted from Nexus Station. Now I get to add them back and tie them to motion sensors. The station is kind of dark and gloomy inside for the time being.
A friend posted a modification of one of my ships in the workshop, I am glad he is enjoying the ship. I tend to not color my creations, since I'm color-blind I never know how it will turn out. He had no such reservations.... I found his double-windows in the front interesting, and tried my own take on it.