It's not even a function of finding a big enough flat space for it. The game has an issue with placing structures over a certain size. It's a flaw in the game that the developers haven't fixed yet.
O ok maybe thats why my pillars are 20 blocks long figure that would be plenty for alot of lakes. And other areas
Not what I originally envisioned, but the front end of the Limpkin is starting to come together. I started the Limpkin long before I even dreamed of the Condor and Carri-On class vessels, but some of that GalactiMax Container Starship got transferred over to the Limkin. Still haven't figured out how I will dock any of the Zero-G Cargo Boxes though. The problem isn't lack of space. The issue is that as you approach the CV with the container vessel, the 3rd person view can get recalculated into positions that make docking very, um, challenging. Of course, once I figure out how to dock the alternate cargo SV, then I will probably put the Limpkin on hold for a while and go back to fixing my HVs. Who knows, maybe I will finish one of the smaller projects so I can post something new to the workshop again too. So much to do....
Okay, I got something that mostly works. As long as I load the bottom cargo vessel first, the 3rd person view didn't shift until nearly docked. So it worked good enough. However, if a container SV is loaded in the upper slot while trying to dock the lower SV, well, that is an entirely different story and it shifted the 3rd person view much, much earlier such that I could not manage to align the container underneath. Undocking, well, that is easy. You can't turn until you clear the CV anyways, so just go backwards. But for docking, getting lined up properly requires loading the bottom container first and then the top. With that solved, perhaps I can pull myself away from this distraction and actually get some more of my HV fixes completed.
Pg Up/Pg Down to raise/lower the camera usually works for me in situations like that. You have to be in free look mode for it to work, and it's a small increment of change per tap of the button... sometimes it takes a bit of hammering the key for the viewpoint to move enough to tell ------ So, on my return from the orbital construction site, I conferred with my tac officer regarding the capabilities of the light cruiser in the slip... He seemed a bit surprised Today is a good day to die... but it is not my day...
And I'm still scratching my head trying to figure out why this isn't a thing... No, I didn't figure a way to work around the nerfed config file... it's staged onto an HV starter block.
I took out my Strike Falcon. This isn't a lightweight craft, it's a full hardened steel, multi railgun + rockets with 37ms^2 lateral acceleration. It's a proven craft. And I went to take out the forifications around the radar station because I hadn't spotted any outbuildings and assumed that maybe I blow up one fortification? Got completely destroyed by completely BS homing rockets. Turns out "hard to attack" means "completely suicidal", and "outlying buildings" means "go bust up the neighbouring POI that was hidden on the far side." So, that's not fun, but at least I have all the ores now, and have some autominers down.
WIP on a, SW/SWG orientated, Imperial Outpost in an ongoing SP game. The Outpost has a octagonal shape, pictures will follow this afternoon as I am at work currently
Are those SVs now the Salamander's or the white colored one on the left? Btw., what a massiv Beauty you have there floating in space! Looks as if from the "somewhat" bigger faculty
Huh... I hit 2000 hrs in game yesterday... Until recently, my go-to shuttle-type SV was my version of the lander from Interstellar... but it was a bit big. With A8, I started out with the Scodra by Presu, and modified it over the course of experimental... I have like 8 different versions- none of which, sadly, actually have an underslung forward mount minigun... The "white one on the left" is Minotaur, which I developed from Salamander when I needed extra lift capability. Sally can hold one shuttle and a couple of smallish HVs; Minnie can handle two shuttles and two Gatito-style tanks with a bit of room to spare. The "big beauty" is a from-scratch rework of the first large ship I made in the game, Challenger: I've learned a lot since I built her, and I'm also taking advantage of the smaller SV I'm using to do the drop bays more like I'd originally wanted to. She's currently class 5 with the hull mostly complete and weapons placed, hopefully, she won't go above 10.
so i decided to challenge the Gigacore with my own version and i was very surprised to say that it kicked its ass in stats and can go up to 6g planets and moons!
Took Challenger for a test spin, and wiped out 2 cluster drone ships without taking any damage. The Rados Cruiser OPV posed a little more challenge... lost two turrets and suffered a hull breach in the bow with the loss of half of the spinal mount weapons... but barely scratched otherwise. Managed to start off with a series of straight up-the-kilt shots that took out the aft thrusters, then let my turrets hammer the target's weapons into scrap. Had this been a real game, the loot would have been nice... Of course, with this not being an actual game... the RNGods showed their perverse sense of humor... a near-perfect starting area... seed 954979 if anyone's interested:
Just updating you guys after cutting 8 blocks in around and around my base and checking on planet side as I did I'm finally able to spawn it on planet. Its a little strange I'm able to spawn a 400 square meter platform on base fine but after adding pillars on it I can't until I cut it down into a 330 square platform and now it seems ok with it. I will save original blueprint encase in future I will be able to use it on planet and will continue building on my smaller version making it look cool
WIP Imperial Outpost, So far only the foundations for Generators, Landing Pad, Green house, Command buildings and storage areas. Building material Concrete, might later be upgraded to armored Concrete with the Multi tool. Area is not dug out, just a bit flattened as Grass was coming through the 2x2x2m Concrete blocks of the floor level
Btw., this picture shows my reason why the type of blocks available should be changed or heavily augmented Picture is a Digital ArtWork which I found here: https://www.deviantart.com/jpapasso/art/Imperial-Outpost-141786207
My base spawns fine but its not able to read structure stability over all of it. I have it lowered plenty and all my pillars are in