Well, Reforged Galaxy has hit an impossible snag. Though this is true of unmodded Empyrion. Cargo Weight Capacity prevents lift-based ships from taking off because it only takes into account vertical thrust and not horizontal+lift. As a result, my ship is forcibly stopped from even attempting to move even though it possesses more than enough thrust to do so. Just one more artificial limiter the devs have stuck in the game to screw over their players without even once considering the source of the problem and fixing that instead of sticking bandaids on top of broken legs. Which may work inside the game, but it doesn't work on the game itself. So no RG release until this problem and the top speed limiter is addressed. Because look: 9m/s top speed (though the cargo limit stops it from accelerating at all to begin with). I feel like playing an old game right now. I think i'll play HoMM2.
That's the workshop link, as I said I'm updating it all for alpha 11, I think it was an alpha 8 or 9 build. It'll still work if you have CPU turned off.
Getting some major progress towards the Millennium Falcon. Ended up going down the wormhole of building it 1:1 functional scale, where every room and corridor looks the same......pretty time consuming.
I've run into cases where my vertical thrust was not enough to lift off, but my horizontal lift could move my ship - so I simply start moving horizontally and "pull up hard", and can get off the ground. Once in flight, flight seems to be pretty stable, though hovering doesn't work so well. --- As for my own works, I've designed a BA structure I'm rather fond of (with one singular exception), and it can (and has) been spawned successfully on the Official US Server. My only issue: Because this structure also features a below-ground area (basement), it is necessary upon spawning it as a player base to go downstairs with a drill or survival tool and clear away the dirt. I know for POI's there are special blocks we can place that will take out "fill dirt", but these are not available to spawnable blueprints - which is a shame.
Yeah.... Its a crime of passion. Looks amazaballs! Are those floating things jellyfish? I would love to go for a swim and find such a POI. Hopefully one day we actually get underwater POI's and vessels.
Rebuild today my Nebulon-B and overworked my YT-1300 with docking clamps and warning messages when i forget again to close the doors ^^ reuploadet the immage cause i changed the neck of the nebulon-b
It's like the game isn't even 3D anymore, while being located in a 3D realm like Space... it's downgrading to 2D... For the Topic: More playing of Empyrion has stalled of late cause some kinda fault happens at odd random times after I Empyrion for awhile, & i'm suspicious it might be Old Rig fault rather then game fault... thanks for nothing to the Holidays I haven't had time to work on diagnosing it to try to Band Aid Fix it so I can actually Empyrion for awhile & get away with it again, pending getting more chances to continue work on New Rig.
Hey @Tyrax Lightning. Always good to see you on here. I know you are quite tech savvy, but if you ever need a second opinion or another set of eyes, please do message me. I always will make time for you. I recently had a few issues with crashes, but a few tweaks and it's been pretty smooth so far.
Coming up on 4 years (20 days from now) for me with 6100+ hours of play. I must confess that 100 of those hours were on PAUSE when I walked away for a P-break and forgot to come back. I have other games but I always go to EGS even though it exasperates me sometimes.
Yes, i've designed a dozen ships that operate on atmospheric lift including several of the game's current prefabs. Including the Stratus, which no longer moves if you take off the vertical thrusters and substitute with RCS for mobility because of a forced limiter that prevents any ship that does not possess enough vertical thrust from moving in any direction. Basically, if your ship cannot lift itself up on its thrusters it is forcibly stopped from moving in any other direction as well.
I finalized my base blueprint: Out of the factory, 8 sentry guns, 4 turrets, HV bay, 2 SV bays, parking area in front, solar array, 3 batteries, oxygen, fuel and petaxid tanks, generator, shield generator, multiple container controllers, fully air-tight. Internally, it has a very open floor plan, easily modified to suit whatever need you might have. I also discovered an oddity - on the first floor, I wanted to remove a few blocks and place some grow blocks. One block, when removed, would not allow a block to be placed in the empty space it left. Even with the block below it removed, I could place a block above the hole, or below the hole, but not in the hole. Further, blocks placed above the hole would "break off", fall into the hole, and could then be picked up like any block broken free from a structure. But overall, I'm quite happy with the design itself.
Working at the moment at my YT series build 2 new , modiefied 2 of the 1300 series and started to build a cargo container for the Cargo Pusher varriants
@jadefalcon : I posted it yesterday in the smal vessel thread YT-2400 i want to make later a version of this out of the YT-2400