Mine cleared the top too, without any problems Spoiler but uh... 1m? 2m? not much... haha... too heavy probably ;-) but I never really have understood these boosters.... I've installed 22 atm, and someone said even 10 are way overkill... still, not sure how many are needed... but again zu 1) if you really want the HARD way, try to go up the shorter 90° way! Spoiler THIS is how it should be done!! (the wall could be even higher, you see my speed is INCREASING!!) Edit: Not sure anymore that this is indeed an archievement. I tested a few other Hovers I have in my arsenal. Neither of them did had Problems to climb the Ramp... either way... But some did indeed jump WAY WAY higher that's right. You sure there are Hovers out there that can't climb that ramp up?? Even the Tier6A which is not a very agile and powerful tank in my opinion could get *both* ways up (did struggle a bit, nevertheless it did it!)
Alright, I need some feedback. I started adding some detailing to the T4-Nymph, what do you guys think? Before: After: Spoiler: More Pictures Is this enough? Or should I add more details like this? I'd really appreciate some feedback.
The math behind that is simple: take 9,8 meters per second squared (standard Earth G), multiply by the planet's G coefficient, and you'll get the freefall acceleration for the said planet. If the downward thrust of a HV (from the "back" direction when climbing a wall vertically) is higher that that - it would ascend, if lower - it wouldn't. For example, a freefall acceleration on Akua is 9,8*0,84=8,23 m/s^2. A single small thruster is 40'000 Newtons and gives only 8 m/s^2 to a 5-ton microHV, not enough for the liftoff. 15 m/s^2 would be enough to counter-act 1,53G, 20 m/s^2 to 2,04G. Try climbing sideways or backwards
I made some HUGE progress today on my hybrid project, once I figured out the docking bit the CV was really easy to do. I present to you: the T4-Nimbus! I really went with a unique design for this whole thing, but I think it worked out well. Here's a closer look at the Nymph docked to the Nimbus. This is how the docking port looks from the inside, the ships are easy to dock, and you can walk across the ships smoothly. Tomorrow I'll do the finishing bits and it'll probably be finished.
Man... that looks Good. Thanks for sharing your work. Reminds me of stuff you'd see in the Serenity 'verse. Well Done.
My first thought was that it was a bunch of random salvaged ship parts welded together. Looks awesome.
Everyone & their Player Drone is gonna wanna kill it... cause everyone & their Player Drone's gonna take one look at it & Panic Reaction that it's a Star Wars Imperial Star Destroyer. Hmm... without looking at info, just checking if my Memory's doin its job for once... those the funny talkin robot dude Vehicles from the Ghost In The Shell Series...? Only ever got to see one, period... "Ghost in the Shell: Stand Alone Complex", but I liked it. I hope ya get well soon. I personally consider it Legit to 'Like' a Post like that hoping it can serve as an act of Support.
There are a few from the HV challenge that won't (unless you did the test on a low g planet). Did I mention sliding back down in the forum here? Or was that on the workshop? Whatever. I mentioned that because I did try a couple already from the challenge and it was interesting that they would go up the next gradient a bit from momentum but then would slide back down until they settled on the gradient that they could climb. Now that you've climbed the back, I guess I will have to add that to my tests. I was debating doing a "wall" challenge in addition to the ramp anyways, but I wasn't sure if any large tank could make the sharp ninety degree transition. I am guessing if you could do it with your tank that I probably ought to see how many can--but I will only do that with those that could do the full vertical climb on the ramp portion. Not that I am curious just much speed or air I could catch launching the HV straight up like that, but rather whether I can get the HV to make the transition from the flat ground to the vertical wall. So I am not testing my ability to align the hover engines on the "narrow" bits of the back, I will probably make an update to the ramp BP so that is a solid wall back there.
I don't think that is required for it to be a good tank, but I would expect to handle some basic climbing which is why the multiple gradients. I cannot speak for you, but sometimes I would rather go over the hill instead of around it. Plus I have found a few POI in the game that I had to climb sort of hill to get near it even if I could find a way around the steeper gradients. Now if it can clear the vertical challenge in standard gravity, then perhaps on a high g world it can still do some of the gradients that might stop other tanks in high g. The Thunder Naiad is my newest tank, so I haven't done a wall climb with it yet. If @rucky's HV could do the wall climb, then I hoping the T. Naiad can too. I am not going to assume that just because it could do the vertical that it can also make the 90 degree transition to climb a wall. But it would be nice if it could, because sometimes when I have heard the roars and whirs that tell me something is still alive after I destroy the core of a POI, I have then taken my small tank down with me as I use the multitool to salvage everything I can from the POI. Which means being able to climb back out the walls of the resulting pit is desirable in my survival game.
Sorry to interrupt the train of thought here, but as this is where the master builders hang out, I thought I would ask for some help again. RCS: as simply as possible, in what ways do number and location affect performance? In particular, I'm concerned about roll. I have 3 HVs of various sizes that can stand on their ears, while one just wags a bit no matter how many or few RCS I have. Any and all help will be appreciated. Just don't tell me "Toggles are for children." (You had to be there.)
Perhaps it is fortune that you asked while I was on the forums. Not that I am an expert, but I did study RCS a bit. Short answer. Number = yes. The more, the better your roll, pitch and yaw. Location has no impact. Other variables include width, height, and depth of your blueprint as well as total weight. Let me double check my notes. Starting here: https://empyriononline.com/threads/what-did-you-do-in-empyrion-today.2826/page-530#post-217969 So the variables in relation to RCS are: 1. # of RCS 2. weight (tons/kilotons) of blueprint 3. width of blueprint 4. height of blueprint 5. depth of blueprint Now for an HV, there is the additional concern of the placement of your hover engines. For example, my miner places the engines a little closer together so it is easier to tip, while other HV have the hover engines further apart for stability. Initially I could not get my latest tank and biggest HV to tip very well until I passed some threshold and had enough RCS that it could "overcome" the inherit stability.
So awhile back I posted some photos of Project I have been working on. Project Daedalus is the name atm. Its what I have Dubbed a "Titan" Build. 3 parts that all fit together as a megastructure. Part 1 is at CV that is set up as a mobile shipyard, base, and a carrier. Part 2 is the remaking of the ZeroG Shipyards. This will be a base and house most of the ZeroG Citizens and such. Will contain markets and recreation areas. Part 3 I am still keeping the details under wraps. But enough of that! I have repurposed one of my older builds, Theta-Orbital into Part 2 of Project Daedalus. Uncanny how well this fits with Part 1. So I thought I would share with you a few teaser photos. Enjoy! Its big... ...no big is to small of a word, its Massive!
Yep, plus HVs have the unique additional Building Concern of Center of Mass constraints. I'd be surprised if Center of Mass deviation from Center of Vehicle didn't have any effect... farther from Center of Vehicle the Center of Mass is, I assume the harder the RCS would have to work to do its job i'd think. Lookin cool! Though for some weird reason I imagine a ginormous Space Ninja grabbing an end of that Base & flinging it like a ginormous Ninja Star/Shuriken!
Since the Argos turned out to be so popular I thought I'd try expanding on the concept. The one on the left is the original version that I made for RobotShark's dual small generator challenge. The one in the middle is an attempt to modify the ship and make it more versatile. I narrowed the middle to a single corridor connecting front and back and expanded the rooftop outwards providing extra space for weapons or vehicle docking. Still cramped inside. Since space was at a premium I installed T1 generators which makes it a slightly more difficult to obtain. That being the case I may just armor it up and turn it into a combat vehicle. Or not. The one on the right is what I'm working on now. It's the Argos' big brother. Since I'm no longer working under the challenge restrictions I've expanded the dimensions. It's longer, taller, wider, with room inside to provide proper access to the engineering spaces. Now you can crawl around in the guts of the ship if you want to add more stuff or upgrade things. I've widened and flattened the back end and added an access hatch making it a good place to dock an SV. Get rid of the decorative tanks and you have more room for turrets. I'm still working on the interior but it's coming along. I redesigned the engine greeble. This is more in line with what I was trying to achieve when I first made the Argos.
Incredibly awesome! I was going to use 'Daedalus' for one of my CVs. I guess I'll have to think of something else. Maybe I'll call it "Dave".
Dave is always a good name! Far Dalia is only the name of the project.. I will rename these later on.