Port Argo Navis might be of interest to you. Very interesting arm design. Very mechanical looking and really well done.
You mean this one? It's the best shipyard i've seen. But I wouldn't call it mechanical, it appears to rely on high sci-fi floating, glowing sockets and gravity-control to manipulate the arms rather than good ol' fashioned pistons. It's almost the right size for the millenium though.
@zertali Very nice builds! Btw., did you have a chance to test the Mini-Gun Turrets on the Heavy Weapon Platform HV? I ask because many times guns won't fire because of flat blocks surround them. I can't remember if this is still the case.
Just been working on my new base not a lot here yet. Don't even have a name for it yet. Not much inside Start of the farm still a huge work in progress. OH DRAT! I broke my base Bye
Well.....crap. I went to copy/paste the hangars and they didn't line up properly. The exterior lines up, the blueprint lists the xy is equal now, but one corridor is two blocks longer than another. I think I know what I have to do to fix it but oy! What a pain in the tuchus! It's a good thing I'd already decided to redo the residential apartments in the city. Got no choice now. The corridor has to move. Edit: Ok that didn't work. Back to the drawing board. Edit #2: I think I've got it figured out now. Everything is lining up. Just a little clean up work now. I should be able to do one side and then another round of copy/paste and I should be good to go.
Almost done with the new trade stations for my scenario! Also spent some time teleporting around to make sure everything works okay with both the new trade stations and the rest of the scenario. Experimenting with adding docking lights: View of the new trade station playfields. Now they spawn multiple stations of different types, but never spawn 2 stations that provide a valuable trade route with each other in the same playfield (so you can't make super easy money). Also saw this view:
Slowly grows my (BA) Leptis Magna. Made my mind up how I finish the Green House. I also love that we, finally, can pick up the Tribal Deco.
I always knew fixing this little flaw would be a pain. That's why I held off for so long but now's the perfect time to do it. All this so I can do a simple copy/paste of the parts I'm working on.
The picture reminds my of the days when my Desktop glowed by the pictures from Digital Blasphemy and their superb Art
Took me a moment this morning to figure out why I could remove blocks but not add them in creative. I was trying to increase the generators inside the hull by two to accommodate the new shield generator. Then I realized my problem was that I had activated the shield to see what it did to the power demands of the SV. The reason I had determined that I needed two more generators was the reason I couldn't add the generators. Had to turn off the shield.
I bought a Smartwatch this week and just had to create my own watchface. As a huge Empyrion fan it had to be in the right style.
I thought they had fixed that issue. Maybe not. I just tested again (in A10) and you are correct, the miniguns think they are hitting the blocks even though the barrel is above that level. Destroys the blocks if you fire manually. Will test again once A10 goes live after the experimental round testing is complete. If it is still an issue at that point, I will modify the build. Would kill the aesthetics to put them up higher or removing the thin wall detail. Have to give it some thought. Thanks for the heads-up.
By design, if the battle is not going well, you can always take the honorable way out,.... :0 Or, if we ever get controllable AI characters to command, you could also assign this HV to the ones you don't like. A bit of comic relief is always good,... Seriously though, … the clipping issue bugs me as well. I did test it to make sure you could not shoot yourself with it. The aiming point is still higher than the actual barrel location. I do hope they fix the turret clipping issue at some point (for all turrets). Or offer a way for us to specify a rotation and elevation limit/range. Apparently the turrets are also seeing the thin wall blocks as full blocks. So there is another issue with the build. will need to correct that in a future update. Thought they had fixed that in an earlier release,... oh well.
Sometime after A10 goes live. I am building these in A10 experimental, so I won't actually release them till A10 is stable and moved to the standard / public branch. Otherwise things could break in unexpected ways.... Also, neither one is complete. The X-11 is close,... but I keep tweaking things. X-13 is going to require quite a bit of work to finish off the interior.
Arriving from a trip around the Starter Planet, the Belly of the CV filled with Stuff, all to be dumped into the Deep Storage - small Building on the upper right - and with a screenshot from above a call it a night.