Spent a little time testing the rebuilt 'Wreckage' freighters in a save with mass/volume turned on. Filled it up to max volume, 23 kt, and lit the fires on a 1g world. As expected, it was just enough with that engine group to get off the ground and angle up to let the rear drives kick in for escaping the gravity well. Then misjudged a little on re-entry.... Spoiler: blub blub blub blub blub blub, three men in a tub. Took a few minutes, but she climbed out of it. Was going to shake off the water like a dog, but realized the lateral thrusters would not have kept her up, and I would have gone back in again, on my side, therefore permanently. Time to take her back to the shipyard and strap on another thousand engines.
Today, I finally broke down and did some testing to study power usage. Put together a test track and a few raw HV frames. Recorded the percentages, minutes of operation listed as driving down the track, and starting fuel amount. Using the known output of the generator plus listed power demands of the thrusters, the data collected gives me a rough estimate of HV thruster usage in 1.0 kg/m^3 and 1.0 g. I suppose now I should repeat this in 2.0 kg/m^3 as well as run similar tests for SV and CV thrusters.
It doesnt seem to me that there are any side thrusters at all. Is that intended? I assume you want to use those numbers to 'upcount' them for when built with hull? Otherwise I'd be carefull with your current values, since all you have is a HV Frame.You will need to at least 'half' the thrust value, or I wouldnt trust them - for a starter hv (plastic). For a CV when I have about 25% built, I take 1/6th of the thrust as the end result. OT: Most often the planed spots for thrusters is exactly the amount I need …. At least until M/V.... Need to adjust the 'feeling' for that, more precicly for the cargo itself. My previous desire to build often called 'OP' CV's (in regards of thrusters, among other things) are NOW just adequate to carry the load, almost all at least Comes to mind... I need to check my first builds of A9, they have the CC/CE, but I havent verified them for M/V... And as I had figured, as there wasnt a 'reliable' m/v for the default game available until 'recently', I just 'recently' started to test my vessels in that mode -> Eventhough I prefer to PLAY without it (M/V). Guess I have my thursday evening stream's content (19 Uhr, german)
Yes, it was. If you look closely, one of the frames did get side thrusters. After collecting my data using straight front and back thrusters, I wanted to see how the side thrusters impacted things. Completely in line with the results of my testing in a straight line. If I kept to the straight line, I saw the same percentage power usage as well as time remaining, but if I used side thrust at the same time then power usage doubled and the time dropped in half (I was using the same number of thrusters for each direction to keep the numbers simple). What you don't see is that I actually modded one of the rigs temporarily by significantly cutting the "braking" thrusters. I wanted to see if the "inactive" thrusters impacted the numbers. There was no change--except when braking. I have previous work with different mass, placement of mass and so forth. Actually a post somewhere in this thread some time back. I am not going to go look for it, and I could narrow it down by looking at my history. Needless to say, the affect of mass on acceleration numbers is consistent with some real world math. So all I need to do is add up the newtons and use the mass to find acceleration.
@dpburke2 The 2nd quote/part was only to be considered if you 'dont math it up', which by your response to it - you do, thus turning that 2nd part 'not applyable'. Granted it is spread over 2 sentences. -> Ok, just dont forget the T3 fuel tanks in your math! They're pretty heavy with their 160t each.
Could not Sleep, so I was playing a bit with Colors: And Cargo boxes: Not only looks wider at the front, it is wider.... But I see less of an issue here (middle), as the width is in the upper center'ish area…. Still giving me a good oportunity for 'smooth' transitions at the Bottom and on to the top. And it will be shorter than the first draft (left)... Keep in mind, this ship will be from 1 (crazy guys like me) up to 3 faction mates or Friends. Currently having 250m/s to the Bottom, think i'll need to settle for about 2.5g with load (M/Vn), eventhough the load wont be 16x 320k
Ya know... this gives me an interesting idea... what if peeps in the 24th Century boarded between CVs in Space by aligning their 'Force Field Corridors to connect with each other then Jetpack across instead of using those much less flexible much more 'accidentally twistable' Hardware Travel Corridor Tube Thingies...?
I've continued down my path experimenting with cavernous interior space, and I think I've meandered my way into something that looks really good. The previous attempt I shared earlier is near the top (with the red trim). I then messed around with going much taller and began to play around with channels along the hull. Then I scaled that down and added a fin with the bridge mounted on it (second from the bottom) before decreasing the height further to the iteration at the bottom (which I'm still working on, as you'll see in the images further down). Here's a couple more views of the latest iteration: As you can see from the last thumbnail, I still haven't gotten to the point where I've put a front on the CV (I'm thinking it might be dominated by large double hangar doors, but that's dependent on my finding a location for the reverse thrusters). Here's a view from the inside, which is almost completely unfinished: I've taken the bridges from my first iteration and applied them here in an attempt to make the space feel large. Not sure if it feels large because the bridges leave a lot of open space or if it feels large because the bridges give a sense of perspective on the size. Either way, I think I might see this iteration to completion.
Hadnt much time today, but been working a little on the production area and added the 2nd part of the hallway for the quarters, and some places for Tools.. The production area contains 4 AC and 4 SC, per side At the weekend I was working a bit at the bottomside, progress is slow:
Tonight (this morning?) I spent some time working on this: View from orbit: (The planet just has an ice moon because it's my test scenario) Interesting geographical features provide a source of renewable Pentaxid: I think the fog looks really cool here: Very steep mountain ranges: Life finds a way: No custom POIs yet, but I plan on updating some of the amazing alien ruins submitted to an old "share your blueprints with Eleon" thread and custom make some from scratch as well.
You see, I would play Elder Scrolls Online but as soon as I log in they swamp me with a 17GB update for the new extension...
Same here. But just picked up a free copy of it yesterday from Bethesda during their one day give away promo so once I decide to take a break from EGS I might boot it up (thanks to various deals and free give aways over the last couple of months I've actually got a backlog of games I've yet to try out)
@ravian_ff , update: Bethesda.net seems to have extended the offer till March 31st. Just a FYI if you're interested in getting a copy yourself