Today I overhauled the Faux solar tower and the upper cabins on the Janus light carrier. Before After Feedback is always welcome.
so coninuing to work on my new build this week no where near done and even worried it wont do well on steam do to not server worthy this is my first CV attempt but its nagging the hell out of me that its a SP ship only do to the gun amount, so as it stands dont have much modivation to keep this up, what should i do guys? your opinion?
If you really don't feel motivated to finish it, you could always put it on the workshop as an unfinished build, maybe someone else would like to finish it. Personally, I'd lower the turret amount to what's allowed on multiplayer, and instead of putting them exactly like in the movie, just put them at strategic locations. (in the movie it didn't work out well, so why not make some changes?) The wedge shape of Star Destroyers is really good for turret placement, as most will be able to fire forwards.
hurmmm ill see what i can on a weapons rework here in a few atm doing something for a good friend tho i dont want to do it
I've been working on the cube on and off the past few months. Well, it's a 9x9x9 cube on the inside. Maybe 75% complete now. Down to texturing, lighting, upgrading the exterior blocks, and some jiggering with placements. There are three levels. Top: sickbay, flight, ready room. Middle: engineering, farm. Bottom: hanger. Spoiler: Click for a few pics There is roof access for sniping. Hanger about done other than texturing. Ceiling lighting might be a bit much.
Today, I posted two to the workshop. A custom version of my Turkey CV. Really, just a minor modification, as in twelve turrets mounted instead of just four. It is the first thing I do every time I spawn the Turkey in survival. So I am just making my mod easier, so it comes with the mod, and public. http://steamcommunity.com/sharedfiles/filedetails/?id=1328647425 Spoiler: More pics in workshop The forward three mounting points were left blank. Perhaps they could be used for drill or multi turrets, but the Turkey is designed to be spawned 10 levels before you get access to those advanced turrets. Here's an angle showing some of the turrets underneath as well. Kind of hard to see them in the shadow, but the added sentry gun is highlighted nicely by the spotlight. The other upload was the Swallow SV. http://steamcommunity.com/sharedfiles/filedetails/?id=1328699865 Spoiler: More pics in workshop Added the FTB logo to main pic. There is actually far more than the two cargo boxes you can see in the undercarriage here. You can either manually open/close the covers for the cargo or use a signal from the control panel. Like several of my starting SV, I have been favoring the initial spawn not require any cobalt while providing space to add on a warp drive and mobile constructor. Of course, this was designed to park in the bays of the Pelican CV, so I had to add one pic of just that. And to the Pelican images I added the following.
I have been leaving Empyrion for a while since I broke my physical condition. I have recovered a little from the other day. I tried the Omicron start (my first try) there really is not plenty of mining! I am chased by patrol ship and While running on a motorcycle with all resources in my bag, I borrowed a constructor from a neutral base and I was alive. it seems to be a start of another game. I was having fun, but I started to have a headache if I was playing for a while. It seems I need a little rest ...
I haven't done much lately. Been taking a break the last couple months and keeping tabs on the game. Gotta say I've been impressed with the general quality of the work showing up here and on the workshop though. Ya'll do good work! I finally got back in game last night and spent some time working on a variant of my Argos Explorer CV. One of my ideas worked out ok. I'll have to finish that one up and post it at some point. I think for the other idea I had I may need to scale the ship up to something larger.
@OopsLoops Omicron start is quite different from Akua Once you make an underground base or take over a civilian POI, you should be fine, though Staying in the starter wreckage is not a good idea because of the patrol ship as you noticed... @Siege Inc. Glad to see you back and looking forwards to your builds.
well i wont be playing games fpor a while seems my eye sight has gotton worse and carn hardly see anyhting i was hoping to enjoy empyrion suroival today but since my seizure last week ive noticed im doing alot of things wrong and cant prosses my mind to do certan things right so ill be gone for a while now bye
Wish you best of health / regeneration (eyes and whatever you see fit)! On the topic: Been busy with a lot of different 'small things', here is the list: I still need to do alot before i get the general feeling of it beeing complete. So i then can begin with the actual fine tuning / decorating. More pictures when both done Current size class: 65, its insane!
@The Tactician[ Λ ] That doesn't sound good. Get thee to a doctor! And best wishes! I hope you're feeling better soon.
Sometime the "like" button doesn't feel like the right choice. I don't "like" the problems you are facing, but I do wish you well in these trials.
As for what I did today, built a couple test structures, as in testing HV. A ramp for climbing and another for measuring horizontal boost. Spoiler: Pics and links HV Testing Ramp No surprise that in the 1g of Omicron the Thunder Naiad cleared the top of the ramp. What was interesting was to take a couple other entries from the 2nd Zero-G challenge and see what happened. Of course, I chose a couple I knew shouldn't clear the ramp but I wanted to see what would happen. One made it up further than the other. You really got to see how momentum would carry the HV tank up a little further than the thrust alone could do, but when they lost the battle to climb the tank would slide back down to the point where thrust to climb the ramp and the force pulling it back down were balanced. [Edit: Not the best pic. The ramp inclines in stages, part for testing and part to make it easier to transition from one incline to another until the vertical climb at the end.] I put it on the workshop if anyone would like to play around with their HV climbing the ramp. Not really built for behemoths, more around the size of HV for the challenge (which is my largest HV--both built and planned). http://steamcommunity.com/sharedfiles/filedetails/?id=1329548085 HV Boost meter Now my Thunder Naiad doesn't have a single booster, but some of my smaller HV do. And with a few in the challenge having some boosters, I thought it might be nice if I could actually measure the vertical boost. I used the Cassowary to test whether the meter worked. Starting at the full 3m hover height, the Cassowary cleared the 8m mark. The Cassowary might have cleared 8m, but the Naiad only cleared 6m. So the little brother of the Thunder Naiad can jump, but not as good as the Cassowary can. Now I have never come anywhere near clearing 16m, but I thought it prudent to still have the meter go that high. Either low gravity or someone's vastly superior design might have jumps that get higher than I could imagine for a HV boost. Like the ramp, I also put the HV Boost Meter on the workshop. http://steamcommunity.com/sharedfiles/filedetails/?id=1329596434