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Mercutio Martino posted:Here it is. Cry Havoc. It's somewhere on my mental to-do list to try installing on the Avalon, actually. Not for the whole ship, but to at least try to reinforce the broadside weapon batteries and some of the key armor spots like Engineering.
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# ? Aug 26, 2015 07:31 |
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# ? Jun 3, 2024 22:18 |
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Logikv9 posted:Step 1: Integrate O2 systems into the ships (they were built pre-o2) I like that one furniture pack with the bunk beds and the pool table. I want more of that type of stuff because it's fun to have like an observation deck/lounge, even if it doesn't do anything. Also that toilet mod (part of the same pack, I think?), where the toilet functions as a flight seat so you can do hyperjumps on the john.
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# ? Aug 26, 2015 14:54 |
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deadly_pudding posted:I like that one furniture pack with the bunk beds and the pool table. I want more of that type of stuff because it's fun to have like an observation deck/lounge, even if it doesn't do anything. Also that toilet mod (part of the same pack, I think?), where the toilet functions as a flight seat so you can do hyperjumps on the john. I use that pack myself. It's Eikester's Decoration Pack - Part 1. And yes, I find the idea of doing FTL jumps on the shitter far too amusing as well.
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# ? Aug 26, 2015 15:07 |
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Look, it's a Bug. Includes something not often seen in ships; an access lift. I'm not yet happy with the cockpit shape or set-up but that can be tweaked easily enough.The idea being it should hopefully be able to land and take off from planets. If only hinges existed so I could make wiggly legs.
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# ? Aug 27, 2015 07:06 |
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Dun get me wrong, I love lifts, but the reason they're not seen that often is their propensity to snap off in multiplayer when the pilot sneezes. I do like the design though, and you have sort of an alien feel going on their with that aesthetic.
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# ? Aug 27, 2015 07:45 |
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Mercutio Martino posted:Here it is. Cry Havoc. Okay.
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# ? Aug 27, 2015 09:29 |
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Mercutio Martino posted:Dun get me wrong, I love lifts, but the reason they're not seen that often is their propensity to snap off in multiplayer when the pilot sneezes. I also love lifts and have decided to make use of them, multiplayer be damned. Also I don't yet tend to play MP so I figure I am safe for now. As for the aesthetic, that's what I'm going for. It'll need some refining tho. And I still need to settle on a design for a mothership. Maybe go all Lexx/Dragonflyish
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# ? Aug 27, 2015 16:42 |
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Gun ship variant! I cut it back all the way to the hanger to mount it, the overall length is about the same. Cut the hanger in half to fit in the cargo/ammo magazine. To cover it I cut up the remains of the front end to attach and smoothed everything together. But making the variant was way easier than debugging the gun. First the welders and grinders would turn on but not work, so I replaced them. Then the projected ammo wouldn't build so I had to tweak the projectors. Must have been something to to with c/p it to another grid? but its working now and the red and blue ships are scrap. Ammo-wize the red shells don't seem to be exploding though.
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# ? Aug 27, 2015 20:35 |
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Jigoku San posted:I think getting rid of the "block" mentality and adding in stuff like solid 2-4x slopes and 4x-6x beams would help large construction, with less blocks to render/deform/apply physics. Extremely This ^.
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# ? Aug 27, 2015 21:09 |
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Jigoku San posted:
That's odd, it should be plug-and-play. Did you make sure the Ownership of the cannon's parts were all set to "Me"? Anyway, patch time! quote:Summary The video this week is just "We have nothing to show due to bug-squashing so, uh, have some sweet poo poo we saw on the Workshop" . And as always, you should probably expect a hotfix sometime today or tomorrow.
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# ? Aug 28, 2015 03:24 |
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It was fine when I spawned it, i just left everything no nobody. I think half of it was cuz it was late and I had a couple drinks, so I kept forgetting to reset the programming block while messing with it. But I swear I had problems with something not working after c/p before. The red shell not exploding was a fluke though, the shot hit a edge and reflected without hitting the warhead. Whats the point of the cargo container in the red shell, would you load it with explosives to increase yield or rock to increase mass?
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# ? Aug 28, 2015 21:39 |
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Jigoku San posted:It was fine when I spawned it, i just left everything no nobody. I think half of it was cuz it was late and I had a couple drinks, so I kept forgetting to reset the programming block while messing with it. But I swear I had problems with something not working after c/p before. The former. Explosives in the cargo container will explode when the warhead goes off. The explosion is truly enormous.
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# ? Aug 29, 2015 01:00 |
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Rhjamiz posted:The former. Explosives in the cargo container will explode when the warhead goes off. The explosion is truly enormous. Yup. Doesn't always work, but when it does it's quite a good boom on anything that isn't reinforced armor. The connector will hook itself up to the shell's container automatically for Red and Green shells, incidentally, and disconnect when it fires. On a side-note, for a battleship that's supposed to have an over-redundant conveyor network I somehow either broke mine during remodeling or never connected it properly at all. The belly guns, rear magazine and refineries were on their own little network .
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# ? Aug 29, 2015 10:05 |
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Logikv9 posted:The last few posts with all the badass ship pictures makes me want to play again. Has the game been optimized at all in the last few updates? I had fun building and everything, but the fun quickly goes away when you realize that everything is really, really slow. Not even a little. I fired it up on thursday with the intent of playing for a bit, but it took 5 minutes to load (from an SSD!) and I was lucky to get 15fps. At this point I'm just waiting for an optimization-focused patch series. I'm not sure if the people posting huge ships ITT have completely beastly computers or are just way more tolerant of terrible framerates than I am.
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# ? Aug 29, 2015 17:38 |
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ToxicFrog posted:Not even a little. I fired it up on thursday with the intent of playing for a bit, but it took 5 minutes to load (from an SSD!) and I was lucky to get 15fps. At this point I'm just waiting for an optimization-focused patch series. I've got a Geforce GTX 960 and DX9 gives me 60fps no problem most of the time, but DX11 is like a slide show. Before that, when my old video card broke and I was stuck using my motherboard's onboard video for a day or two, DX9 was giving me 10-12fps, while DX11 gave me ~24. I've heard other people say DX11 is like butter for them, so your experience may be different. But try switching from one to the other, and see if that doesn't change things!
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# ? Aug 29, 2015 17:47 |
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Still very much a work in progress, but making a more "traditional" carrier heavily influenced by GotLag's Duchessa/Contessa series of ships. This is the second go at it, using only vanilla blocks and trying to keep it a reasonable size. Only the upper hull section and aft thruster sections are complete.
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# ? Aug 30, 2015 16:32 |
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I suggest making that front a bit more interesting. Have something projecting ahead of the upper shield, add some cut-outs, anything to break up the straight line.
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# ? Aug 30, 2015 17:10 |
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I would propose a tradition that we each take a ship designed by another goon, and then style that fucker out with a bitchin paint job. God help us if they figure out how to implement giant decals
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# ? Aug 30, 2015 20:59 |
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Pimp My Early Access Space Ride
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# ? Aug 31, 2015 15:24 |
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Neddy Seagoon, do you have any videos showing off your capital ships shooting the poo poo out of each other?
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# ? Aug 31, 2015 15:51 |
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VanSandman posted:Neddy Seagoon, do you have any videos showing off your capital ships shooting the poo poo out of each other? Sadly no, and it gets down to tolerably laggy at the best of times. Trying to record would probably tank the FPS completely . That said, the FPS has actually been quite better when firing the broadside guns since the last patch or so. I did actually find a decent battleship on the Workshop to throw against it for shits and giggles though. It's just called the Heavy Battleship if you want to go look it up. The cannonshots coming my way are because I forgot to disable Character-targeting. Whoops. Mine came off... Not that well. Engineering's kinda hosed, but the armored arc-reactor cores survived, as did CIC, the lower hangar deck and the main drive engines. Resiliency-wise, the forward jump drives are still intact, as well as the forward repair projector. Give it time and it'd theoretically be pumping out welding pods to rebuild itself. Most of the belly-side broadside guns are still intact, incidentally. Still won though . I'm gonna give it a rematch in Survival Mode at some point, I got held up with the surprise that I'd somehow managed to not properly network all the Avalon's connectors . I suspect mine'd still win just from gutting the ammo-feeding connector lines. I'm also working on a new general-purpose shuttle as well. Neddy Seagoon fucked around with this message at 17:43 on Aug 31, 2015 |
# ? Aug 31, 2015 17:34 |
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Speaking of pimping rides, does anyone have the Space Cops gif at hand for easy reposting? Newer thread posters may enjoy a simple example of rotors and other such things.
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# ? Sep 1, 2015 09:54 |
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McGiggins posted:Speaking of pimping rides, does anyone have the Space Cops gif at hand for easy reposting? This guy?
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# ? Sep 1, 2015 13:56 |
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Hide yo cyberweed~ I'm slowly piecing together a horrible shantytown over in Zennik's server. Right now it consists of a single room that used to be my starter ship. My next planned addition is a proper oxygen facility, and probably a timing block to control the airlock doors in the main room. Other than that, my plan is, aside from various platforms and solar arrays, to have most of the station's structure consist of captured NPC ships that I just kind of bolt onto it in a haphazard fashion. I'm gonna post about it in the PGS thread, too; basically it's open invitation to Merge Block a ship onto an open spot and use it as a communism base.
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# ? Sep 1, 2015 14:33 |
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McGiggins posted:Speaking of pimping rides, does anyone have the Space Cops gif at hand for easy reposting? https://www.youtube.com/watch?v=SR010PQkJVc in video form *edit* from what I remember this was before rotors were as usable (lmao) as they are now.
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# ? Sep 1, 2015 15:38 |
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It gets better everytime I watch it.
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# ? Sep 1, 2015 22:42 |
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McGiggins posted:Speaking of pimping rides, does anyone have the Space Cops gif at hand for easy reposting? WOOP WOOP, THAT'S THE SOUND OF DA POLICE
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# ? Sep 2, 2015 15:48 |
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Took a break from far, far too much MGSV to do some work on my new shuttlecraft. It's designed as a general standarized shuttlecraft to largely replace these two on an Avalon Battleship; The Sparrow's (right) only got room for one Jump Drive, and the Flying Squirrel (left) can't fly in atmosphere. I think I'm gonna leave the latter in the Avalon's projectors though, just because I like the idea of it as a tactical dropship for space assaults. On the outside I've added a pair spotlights besides the reverse thrusters. The inside's pretty much finished too. The buttons on either side are just to de/repressurize the cabin for spacewalks/general airless environments. There's also one in a recessed nook on the outside of the door to depressurize the cabin. There are four Jump Drives to give the shuttle a jump radius of 5,000km, as it's meant to be your typical ship-to-wherever transport and Adventure Shuttle for going off to explore planets/derelicts. The connector at the back of the cabin is just for grabbing/stashing tools, guns and loot. This is how things look from the pilot's seat. Still gotta set up the Configurable LCD script to get the LCD screens going.
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# ? Sep 3, 2015 06:40 |
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I really hope planets get released today, though I'm confident they won't.
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# ? Sep 3, 2015 16:42 |
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Uncle Spriggly posted:I really hope planets get released today, though I'm confident they won't. I'd be happy with planets or fixed-up netcode. I'd like to be able to walk around in a ship while it's moving. deadly_pudding fucked around with this message at 17:08 on Sep 3, 2015 |
# ? Sep 3, 2015 16:47 |
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Uncle Spriggly posted:I really hope planets get released today, though I'm confident they won't. My money's still on 1.100 for Planets, just because it's a nice thing for a big round number.
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# ? Sep 3, 2015 17:20 |
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Neddy Seagoon posted:My money's still on 1.100 for Planets, just because it's a nice thing for a big round number. I have gone with the assumption that they will release it around December so they can advertise it during the sale.
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# ? Sep 3, 2015 21:58 |
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Jeesis posted:I have gone with the assumption that they will release it around December so they can advertise it during the sale. Except that people have already gotten Planets working by dicking with the source code . quote:Summary Another week of bugfixes, another showcase video showcase of stuff on the workshop. Neddy Seagoon fucked around with this message at 18:49 on Sep 4, 2015 |
# ? Sep 4, 2015 03:31 |
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So I put the Avalon through another round with that Heavy Battleship. This time in Survival Mode. And DX11, incidentally, as it's now somewhat stable. And it started with my own starboard-side turrets backstabbing their port-side brethren to try and get a shot. I actually fixed that afterwards by adding a sloped layer of armor between them over the top. Also forgot that, hey, the cannons have to actually reload in Survival, so the rate of fire from the other ship wasn't quite up to par with the Heavy Defense Turrets this time and the gatlings actually managed to stop decent chunk of incoming fire. Had to put a stop to it because suddenly the FPS improved and there wasn't really a lot of incoming fire anymore. Or any at all. The info screens worked like a charm too. All that fired were the Mk.3's AP rounds (100-odd rounds), the 23mm gatling guns (300-odd rounds as each unit is like 3 rounds or something) and the Heavy Defense Turrets. (900 rounds). The three Hyperdrives listed are the ones used for actual jump executions so you can have up to three destinations ready to go at any one time. As for damage taken, well.. Just some dings in the armor and a bit of damage to the port-side hangar bay doors. I ran the armor fix tool in the Toolbox and there's all of maybe five armor blocks actually destroyed . As for the other guy... You tell me.
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# ? Sep 8, 2015 08:26 |
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The other guy is something I want to find drifting, spinning, in survival. Damaged/crippled ships would be so interesting.
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# ? Sep 8, 2015 09:00 |
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McGiggins posted:Damaged/crippled ships would be so interesting. I think it's rare but it can happen on a vanilla server with random encounters on. I found two exploration ships smashed in to each other. At first I thought the Dread Hulk (the colorful ship) had crashed into the grey Gehenna station. However, the Hulk had a complete ring of blocks going around the station, the station had been threaded through the Hulk. Also I think I found this a few weeks before jump drives, so while it looks like some kind of warp accident, I just don't know how to explain it all. From the top: From below you can see the Hulk surrounds the station: I cut the station in two at the crash site, moved the Hulk out of the way and reconnected the station. Then merged the hulk to it so they are now a single grid. It was actually lagging the server at times from all of the collisions and floating chunks until I cleaned it up. I don't even know if I want to salvage this thing. I would have to build some kind of giant grinder box just for this and pirating/grinding NPC ships is easier. I've only found one other exploration derelict and it wasn't damaged at all. Anyone else found exploration ships damaged or spawn in some kind of crash scene?
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# ? Sep 8, 2015 09:32 |
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Amechwarrior posted:I think it's rare but it can happen on a vanilla server with random encounters on. I found two exploration ships smashed in to each other. At first I thought the Dread Hulk (the colorful ship) had crashed into the grey Gehenna station. However, the Hulk had a complete ring of blocks going around the station, the station had been threaded through the Hulk. Also I think I found this a few weeks before jump drives, so while it looks like some kind of warp accident, I just don't know how to explain it all. Sometimes the game will spawn two ships, or a ship and a station, at the same point . I'd wager it's probably one of those bugs that'll get left alone just because it makes things interesting.
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# ? Sep 8, 2015 10:04 |
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That is so cool.
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# ? Sep 8, 2015 14:24 |
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Anyone else having problems with scrap metal? tried putting it into a refinery, arc reactor and assembler. None of them will take it.
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# ? Sep 10, 2015 10:21 |
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# ? Jun 3, 2024 22:18 |
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Looks like it's an hour or two early this week, and more bugfixing.quote:Summary Could it be? Could we finally see some actual optimization passes? If so it totally puts a bullet in my theory of 1.100 seeing the release of planets. I've also been fiddling with a few nice-to-haves on the Avalon. Added some landing lights on the hangar decks. Each bay has just its own group of lights to be turned on manually (you can see the center-forward one lit), as well as some runway lights. The ones directing to the lower hangar are also their own group, and the runway ones are configured to automatically turn on or off depending on whether the hangar bay doors are open. The far walls are actually illuminated properly, it's just DX11 and its draw distance. If you're wondering what the extra lights are for that aren't conventional lighting or landing directions... Dramatic submarine lighting for combat throughout the ship . There's a timer block that activates all the weapons, and sets the gatling guns to start targeting small ships as well as meteors and missiles. Along with toggling the lights for dramatic effect .
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# ? Sep 10, 2015 18:01 |