One of my cargo solutions... A bit for roleplaying All are HVs, powered and ready to move around. (coming to the WS soon) Truck with trailer, no container. mostly for decor. 20ft and 40ft container. open cockpit in the end to move it around. Trailer with 40ft container. open cockpit inside. Truck with 40ft container. guess where the cockpit is.....
Spent time "modifying" some of @Robot Shark 's awesome shuttle SVs Turned them into very hard to find but unique SV wrecks that can be taken over by any player lucky or observant enough to spot them. They don't show up on the map, detector, or HUD, so you have to visually spot them. Some might have drills, or grow plots, a grav gen, clone chamber, etc. A super unique find that then requires people to manually rebuild the SV back into a flyable form. I plan to add many more of these types of wrecks for SVs and CVs. Perhaps some would be capturable prototypes held in top secret, super secure faction shipyards? Lots of possibilities here. Sorry about the paint scratches, @Robot Shark !
Today, I experimented with creating a series of CV modules to dock as semi-permanent add-on to a base. This is inspired by what I saw on the workshop as another player tried to find a way to have extra storage on a base without pushing past 7500 CPU. So they had modules and base to put them in. I suppose I could have just worked up a base that used their modules. However, I then asked myself what sort of modules would I build. And although some of them had nothing to do with bypassing CPU, I figured that if a base was designed for swapping in and out modules, those could include farming, barracks, and even a medical pod as possible options. Not sure if I will doing anything with this, but I did want to try the concept. The problem is that the smaller dimensions of the CV modules I had found online would have been too small for me to pull off any of these alternatives that I thought of. So I started my own concept for a larger universal CV module. So I figured that for my trial, I would build a CV pod pushing 7500 CPU, a container pod. Spoiler: Pics A collection of rejected builds. Here are my two top contenders. Both have 4 containers with over 200k SU each, or over 800k SU per CV. I'll need to choose which dimensions to use, because the next step would be to tryout adding spaces to bases I have in the works to insert/dock such CV modules. The consideration will include considering how well I feel they integrate with my planned bases. It is bad enough to even consider adding a bunch more CVs to my ever growing list of builds, so the only way I will proceed is if I can find a way to make this work with the bases I already have planned. At least an initial test of docking was quite possible. Granted, whoever taught me about pressing O to align yourself in space, I ought to thank them, but I forgot where I saw that post in these forums. Because doing this in space was quite tricky and only by aligning myself with O before building/spawning the base could I then guide the CV into place even with the added guides included on the trial docking bays. I still used the guiding blocks to make sure I was lined up for the opening, but I had to press the O key several times to ensure the CV remained lined up to actually slid into place. The one prototype is a single "floor" design. The other is two "floors". Technically, their design is far more efficient. The only advantage of my bigger modules is the flexibility to create some that have nothing to do with getting around CPU but rather for the flexibility of a "roleplay" built module system. Oh, I also learned that although scrolling over your mouse before placing the shaped CE didn't reveal it, those shapes actually have different SU capacities. So I could have scraped out a few more SU in storage if I had gone with cubes for all the CE, but I really liked giving these prototypes a little more shape to define the containers.
jeez I wonder what brand truck that is XDDD If it was on its side I could do donuts in that painted merc badge with a rwd car Hmm giant merc badge on its side, now i got an idea for a crazy fancy jacuzzi. It will be called a mercuzzi Still though, I prefer my hot pink MAN
Okay. This is officially the coolest glitch I have ever seen. I'm not sure how this happened, I was just using the sector command and debug menu to teleport around when it started freaking out on me. Devs: make this view on planets possible! Pretty please? Spoiler: More pictures
“Oh yes @devs please make it happen.” Those pictures are gorgeous. Ow a nice pink MAN you've got there. Good luck. "And yes with the cargo."
Today I started work on another sv. I began by building a system of corridors and rooms with the oval shaped passage. In between all these rooms and corridors out of sight was lots of empty space for placing gens fuel o2 thrusters etc etc Then began building a structure around it all. The exterior is nowhere near finished, will have a lot more character hopefully. Just went with a basic cover of all gaps.
Finaly updated my Creative Studio: https://steamcommunity.com/sharedfiles/filedetails/?id=1538985936 * Fixed: Some starts didnt have an armor, thus jetpack 'wasnt working'. * Added: 'Snow Planet' (2.5g) in 'Water Orbit' Started to update the Vertigo Cluster Scenario online to some PvP requests/needs, currently adapting the changes and doing Hotfixes. Will be made public once it's 'stable'. -> This is still considered a 'hotfix', as the PvP Region exists, but must be adjusted (I dont play PvP, so I did some guessing… not too far off though ). So... I wrote a 'bug report', packed the files, sent to the Server owner, told him to wipe those planets for good, and now.. lets see how it'll turn out. EDIT: Spoiler: pvp teaser Blue vs. Red:
Continuing with the CV module, I went back and worked some with one of my incomplete bases. Only two module bays added to this starbase. Instead of dropping in from above, one flies the module forward into the bay. That was both easier and harder. Easier because it could be done without aligning the CV and base using the "O" key. Harder because using the "O" key to try and line things up actually caused the docking procedure to fail. At least it worked. I almost went with 4 bays, but the other two quadrants underneath the base were intended for docking my "flying brick" SV. Now this is one WIP that I don't think that even with my improved skills could be reduced to 7500 CPU. It is one thing to reduce 22,000 CPU to 7,500. But this SV has a lot higher starting number. A lot higher. 71,900 CPU. But then, there were a few BP I wasn't going to worry about being game "legal." And considering that the SV was incomplete and size class 11, I don't think this is one I will be stressing over size class, CPU, or whatever else the developers toss out there.
She is released for now, she is quite broad looking. 138 t size 3 (2.86) Named: WSV Eclipse, named so because of her big wide ass, just like my missus <3 Still things I am going to do, and I am looking on giving the cockpit area a complete overhaul. https://steamcommunity.com/sharedfiles/filedetails/?id=1632109455