My new jack of all trades SV is done, and what an SV it is indeed. One of my best, if not the best looking ship I've made to date. I can't wait to cruise around the massive planets that are coming up in this. http://steamcommunity.com/sharedfiles/filedetails/?id=1348274862
I've been experimenting with hull textures and paint schemes today. It's nowhere near done. I'm still working out thrusters. Well, they're mostly worked out. It's more a matter of adding enough RCS until it can maneuver at this point and hoping what thrusters I have can still move the thing. I'm still not entirely sold on the interior paint/textures. Might have to play with that some more and I need to finish detailing the exterior.
Rucky's Combat Scenario V: After a good hour, except for the remnants of the second AEGIS cruiser and some guns of the station, my ship was still flying and ready to fight, but that would only have lasted for a long time with the remaining turrets ;-) You can see well how the first shell is destroyed in the front and also has the second already significant holes. But it takes a while to get to the middle command post, and then there are two reserve command seats. All in all, but the limit of my ship's performance - LOL And the old Empyrionbug that you assimilate you opponent :-(
Tested a new cv of mine... It'll be the cv to spawned by the planetary vessel base that i 'now' can start, know how large the plattform must be to spawn it. Took me about an hour vs the Aegis fleet with it.. with a class 2 cv with just all default weapons placed... Not sure if its the seed or the scenario... but they were all close by... I could not fire at a single enemy, without gotten hit/targeted by at least 2-3 other aegis guys... And just when i had quit the scenario, only the cores were left to do, and thus stoped recording.... Our Tac started a challenge to beat his fleet in ruckys scenario... Gnaaaa.... I was there already..... But it was great fun regardless Btw rucky, feel free to use whatever you want of my worshop to use in your scenario!
You've beaten the DEATH-Scenario? WOW. +1 @The Tactician[ Λ ] has posted a Challenge on the Workshop, if you record the whole session, from showing the Difficulty Screen to End while still being alive, you get a SteamKey ;-) (And I want to see that Vid too!!)
Yes, this time the Ships are a bit more together (as scripted in the yaml). Was a bit of trial and error to get the best result ;-) That's why this Scenario to script is time consuming even if nothing else is in there! You have beaten the Hard Challenge or the DEATH Challenge?? Because, the second one with a Class 2.... .... unbelievable..... Still.... please record that!! +1 edit: and thanx, I think I have some use for your ships, especially that uber carrier ;-)
(double post from Blueprints Section, but I had promised I release it today ;-) IRON HAWK - Fast-Response-Assault-Dropship ======================================= http://steamcommunity.com/sharedfiles/filedetails/?id=1348235259 Complete in Combat Steel with additional AoE-Shielding, very high Performance Stats, this is by far my best Midgame ship for anything PVE related, and with some more customization even for PVP. Top Offense? Check. Besides Artillery turrets there is ANYTHING included. There is NO PVE threat that can't be beaten by it! I've tested it against any existing Space POI and even multiple modified Space Carriers; heck, even against 7(!) NPC-Variants of itself simultan with anything changed Weaponry and added Drone-Support! (This is the Ship I'm using in my Combat-Test Scenario and that's seen in the Vid's I linked!) Top Defenses? Check. Combat Steel, AoE-Shielding of Fuel tanks et al., additional secured backup-Bridges/Pilot seats, multiple Forcefield protections especially for the Growing Plot Area! Yes, the main Bridge can get beaten up in prolonged fire fights, but in these additional backup-seats you will be safe for way more than the NPCs can throw at you! Top Performance? Check. 39m/s² lateral, 98m/s² main and 44m/s² upwards Thrust, 5.5deg/s² Pitch and 3.9deg/s² Yaw. This is very agile! Very good Capacity? Check. For a non-faction/multiplayer carrier, it has a lot of room: Multiple Hover (tanks) and (Combat) fighters can be loaded in two Hangars, one even fly/drive-through! Enough Mobile-Base-Equipment? Check. 18 Growing plots with Food processor and enough Fridges, 2 Constructors with many Cargo-Boxes, Complete Medical Bay with all Applications, Additional Crew Restroom with 8 beds, 2 Engineering Rooms for Warp Core and Generators, Repair stations, bay and Armor lockers... and anything can be accessed directly without going into the ControlPanel! It is even a very good Asteroid Miner with his Drill Turret underneath the Front/Bridge! Switch and Sensor-Logic used? Yes, any major Device has it's own Activation-Switch (like Repair stations, Repair bay, each Constructor and Food Processor), still any of that can be overriden with Control Panel custom Signals/Switches; Furthermore you will find additional Thrust-Configurations, Drill-Turret Activation and some more useful switches in the Control Panel! And still in a compact Frame? Absolutely! Class 3.7, 62x82x28m WxDxH at 16.3kt very compact but highly functional and in Style! Have Fun with this fine Ship! You won't be disappointed! Other Variants: Early Access : http://steamcommunity.com/sharedfiles/filedetails/?id=1329246188 No Z&E Early Access Version, with three LCDs describing the upgrade to the Full version! Type S : http://steamcommunity.com/sharedfiles/filedetails/?id=1326222167 Special Low-Cost and Low-Energy Variant taking part in Robot Shark's Single-T1-Gen-Challenge. Spoiler: more pictures and stats Please don't forget to upvote if you like this Ship! Thank you!
I realized i had enough racer to make my own race event...... so another day at the Akua raceway. Then i wanted to add some LCDs to display some adds on the oposite side of the track...... that didn't end to well. Ass it seems it was't only the thing that there was a slight hole beneth the track. That SI on bases needs a serious overhaul. As it seems the far away edges don't care if they are burried into the ground the further away they are from the center. The part on the left side is completely burried and has sufficient ground support. @Jenniphurr if you plan on making a track for your competition i suggest to split them into multiple smaller bases, like we have talked about that with checkpoint gates. @EleonGameStudios i like that bases can be shot apart, but this structural integrity is a bit overly sensible. Massive builds break apart like they are made of cardboard. I hope you have some improvements in store for that. Otherwise real massive base complexes will be extremely rare or just on the games/servers with SI switched to off.
That is some great looking stuff you have there! Very Impressive~ Also yes multiple small bases will be the way to go. The rest of the track with be made into the terrain. As for the layout of the track itself, that is still undecided.
Just figured it was the hard part... wow... 2 'scenarios' with AEGIS... Hard was really hard.... to keep my manual weapons that is... --> Hard :: --> Currently uploading: Death XD
uh your lucky Hard mode dosent count, id recheck your DEATH mode video your hard video had this when trying to watch it This video contains content from WMG, who has blocked it on copyright grounds. :/ i hate youtube some times
so Thanks to @Kieve and his expert work on builds Aegis main fighter, the "Interceptor" will be out on monday.
uh.... that vid is locked here in germany ?! Songs playing perhaps? Error is: Vid contains content from WMG...
So you could not watch the video? Thats bad... I have monetization activated.. thus.. usualy in such cases.... it doesnt matter as they get the money instead, but should be played.. At least that was what i thought... Wow... 1 track.. blocked worldwide... gee.. what did i listen to? Ok, seems youtube has the soundtrack removal improved... meaning... there is still sound... and it actualy seemed to remove only the specific track... (in the preview i still had the other audio)... Its in progress now.. lets see in an hour or two. I hope this wont happen with the 'death' video.
Old bug, the game has difficulty with the SI on larger structures. I reported it in the bug thread a long time ago.
looking if i can finely build something whit pistons... any way it dasent break any ting by adding piston blocks it will give you imagination a boost
Started working on a "less small" CV yesterday... Lost of space to place turrets on top and under it, but that's the icing on the cake. I tried to refrain from abusing shutter windows... but I couldn't resist for the "belly" side... Paint job is very basic still, just to get an idean of the volumes... I removed as many useless blocks as I could from the interior to use the "empty block's space" as 1. insulation to prevent "depressurization" and 2. space where the player can pass, very simply... I used reinforced steel for the most part, "full blocks" version (2000 kg/ 1000 hp), and replaced these with the combat steel "thin blocks" (2000 kg/ 1000 hp) where I could. This leaves lots of room inside: But I don't know what to put in all this space... Two settings for engines : one for "cruise" or "coast" : ... and one for "combat" or evasive maneuvers : I will see how the mass goes up with the addition of stuff inside, but I will surely use lots of light railings and plain windows, truss blocks, etc.
Ok. Couldn't stand all this space and low stats... so I changed the engines config a bit. Now I feel better.
Is it's meant to be a Starter type CV, change out the RCS T2s for T1s to remove the rare ore need. Great looking ship!