|
Zodack posted:I didn't even notice until you quoted him that it's something inside a heavy armor cage, and not just a big square. Triskelli posted:That's something else right there. I have to know the thought process behind this design. I started out trying to design a ship that would easily survive ramming other ships. Then I had the idea to make a ship out of 2.5 meter thick layers of heavy armour with the ships decks sandwiched between. I opted to keep the layers idea, but make it hollow and include some lightly armoured interior sections. I also wanted to make it self regenerating, but I'm still trying to work that out. Basically that whole front section up until the bridge window is a crumple zone. I need to tweak it a bit still, like in retrospect the side thrusters shouldn't be at the front. Triskelli posted:Again, according to the imgur gallery it's a ship with a rollcage built around it to protect it from collisions and while ramming. Unfortunately there's no crash-test footage; you know what needs to happen next. RabidGolfCart fucked around with this message at 06:19 on Nov 6, 2015 |
# ? Nov 6, 2015 06:16 |
|
|
# ? May 29, 2024 10:53 |
|
For ramming, I hear blast door lances are quite effective. Should be possible to make a self-repairing one with a projector and some timers, welders, grinders and merge blocks.
|
# ? Nov 6, 2015 07:19 |
|
GotLag posted:For ramming, I hear blast door lances are quite effective. Should be possible to make a self-repairing one with a projector and some timers, welders, grinders and merge blocks. Yeah I came up with that but it needs a long lance to work well, hard to make it self-repairing.
|
# ? Nov 6, 2015 09:24 |
|
What happened with dampeners in the update? Or is my workship too heavy now? Seems like my shop just doesn't want to stop anymore.
|
# ? Nov 6, 2015 11:17 |
|
The thrust changes were an update or two ago, but I seem to have experienced a huge performance drop in this one, with no change after dropping the graphical and other settings to rock bottom.. Running around feels like running at the bottom of an ocean, let alone flying anything. E: Seems to have abated to some degree, perhaps it's something I'm doing. McGiggins fucked around with this message at 11:44 on Nov 6, 2015 |
# ? Nov 6, 2015 11:29 |
|
Ass_Burgerer posted:What happened with dampeners in the update? Or is my workship too heavy now? Seems like my shop just doesn't want to stop anymore. Could you be a bit more specific? Does it only stop slowly, or does it not slow down at all?
|
# ? Nov 6, 2015 13:04 |
|
Ass_Burgerer posted:What happened with dampeners in the update? Or is my workship too heavy now? Seems like my shop just doesn't want to stop anymore. Yeah, it's probably too But fret not! I made a thing to calculate the required number of thrusters for a ship with certain components. If this turns out to be useful for someone else I could make a nicer webpage for this.
|
# ? Nov 6, 2015 13:10 |
|
More specifically, what used to happen with Inertial Dampening was that thrusters were able to override their normal power limits by up to ten times in order to help stop a ship. This was changed so that Inertial Dampening now obeys normal thrust limits. If you only have one forward-pointed thruster on your ship, it no longer puts out the thrust of 10 when attempting to stop the ship; chances are you're noticing the result of that change.
|
# ? Nov 6, 2015 16:59 |
|
To be a huge pedant, Inertial Dampener is an elaborate term for rainfall. Inertial Damper is the magic science fiction device which stops people being in star trek being fused with the back wall of the spaceship when they turn the warp drive on.
|
# ? Nov 6, 2015 17:43 |
|
Alright, I think I am finally confident and can say that my Heavy Cargo Runner (I don't want to come up with some fancy name like Leothos Space Industrys RX-001 Big Bad Wolf) is done! Here are some screenshots of the exterior and interior. Now to try and recreate it as a large ship. Not sure if I'm looking forward to that or not. I want to publish it on the workshop but people seem to be allergic to mods there, which is really weird considering how easy it is to install and maintain mods in this game?
|
# ? Nov 6, 2015 19:26 |
|
That looks great.
|
# ? Nov 6, 2015 20:21 |
|
Zodack posted:Alright, I think I am finally confident and can say that my Heavy Cargo Runner (I don't want to come up with some fancy name like Leothos Space Industrys RX-001 Big Bad Wolf) is done! Here are some screenshots of the exterior and interior.
|
# ? Nov 6, 2015 20:24 |
|
HardDisk posted:That looks great. Thanks guys. In the far reaches of space, the "fun" continues
|
# ? Nov 6, 2015 22:22 |
|
Zodack posted:Alright, I think I am finally confident and can say that my Heavy Cargo Runner (I don't want to come up with some fancy name like Leothos Space Industrys RX-001 Big Bad Wolf) is done! Here are some screenshots of the exterior and interior. Just upload it as a World, then you don't have to worry about listing mods. I suspect the reason some of them avoiding it are hoping to be the spotlight of the next patch video or something. I've also been working on a new starfighter, just for something with more of an aerodynamic look. The wings could be better, but I'm kinda stuck with a fixed wingspan size for various reasons so it'll do for the moment. edit: Also hotfix notes; quote:EDIT 11/06/2015:
|
# ? Nov 7, 2015 02:01 |
|
Neddy Seagoon posted:Just upload it as a World, then you don't have to worry about listing mods. I suspect the reason some of them avoiding it are hoping to be the spotlight of the next patch video or something. I'll have to clean the mods the ship doesn't use from the World manually, I guess. I just load everything all at once when I build, I guess going in reverse and removing what I didn't use won't be too tedious. Also, progress report on the giant version. The fact that the small version can park on the back is kind of hilarious to me.
|
# ? Nov 7, 2015 03:40 |
|
So I've been fiddling with the earthbreaker drill mod for a while in survival. Started with the small wiener ship version and it was a bit underwelming. It was bigger but not by much. Then I finally managed to make one large ship one. The size and amount of ore it sucks up is downright silly. I think I dug up ~1 million iron ore in 1 minute.
|
# ? Nov 7, 2015 03:45 |
|
Zodack posted:I want to publish it on the workshop but people seem to be allergic to mods there, which is really weird considering how easy it is to install and maintain mods in this game? A friend of mine had some totally sweet custom reactors in his ship until the creator changed the model to Generic Sci-Fi #324 without any explanation. In addition, a lot of modders are retarded. For example, one of the magnetic lock mods has absurd component requirements, such that even the small ship versions mass 1,800 kg per block. The only mods I've used in ships I've released on workshop are Landing Gear Small and Large Ship Railguns. Those small gear make excellent dock clamps for drones. They fit the vanilla aesthetic far better than the outdated vanilla models, and can be attached via the side of their mounting block. GotLag fucked around with this message at 04:47 on Nov 7, 2015 |
# ? Nov 7, 2015 04:42 |
|
GotLag posted:In addition, a lot of modders are retarded. For example, one of the magnetic lock mods has absurd component requirements, such that even the small ship versions mass 1,800 kg per block. I don't use block mods, I just use engine mods, landing gear, interior stuff. Door and hatches, alternate air vents. No alternate blocks. I mean, hell, SE already has more than enough options to build something, I don't need an even slimmer triangle piece. Although yeah the bottom of that one contains the most popular maglock mod, the hexagonal ones. Hope that's not the one you're talking about.
|
# ? Nov 7, 2015 04:56 |
|
Zodack posted:I don't use block mods, I just use engine mods, landing gear, interior stuff. Door and hatches, alternate air vents. No alternate blocks. I mean, hell, SE already has more than enough options to build something, I don't need an even slimmer triangle piece.
|
# ? Nov 7, 2015 05:17 |
|
GotLag posted:By "block" I mean any buildable block, not just armour blocks. Oh, yeah, that makes sense. I guess I hadn't really though of anything else as a "mod" but that's not exactly true, is it? There are plenty of mods not related to ships. I'll probably try to tear it down and make a vanilla version of the large ship (obviously a vanilla version of the small ship is not going to work for several reasons) just to see how it looks. My biggest gripe about vanilla is the complete lack of options with thrusters. You'd think Keen would pick up that slanted thruster mod or whatever that has been around for forever, the one where he just stuck the vanilla thrusters into armor blocks.
|
# ? Nov 7, 2015 05:20 |
|
I have some minor non-block mods I always use, mostly mine: Non-Controlling, First-Person Control Station Reworked Conveyor Construction Costs (note that this makes conveyors significantly lighter, which can be significant on large, well-plumbed ships) Lighter Camera Overlay Automated Inventory Sorting (not mine, this is the fixed version) GotLag fucked around with this message at 06:06 on Nov 7, 2015 |
# ? Nov 7, 2015 06:03 |
|
GotLag posted:I have some minor non-block mods I always use, mostly mine: These are some really good mods. Just subbed the reworked conveyors one after really looking at the prices of them. Jesus Christ the small ship tubes go UP in price .
|
# ? Nov 7, 2015 07:30 |
|
The SS13 conversion is not dead, but i am waiting for planets to drop. Things like autopilot points and voice comms are greatly simplifying things and i am greedy for more. I will need all your powers when the time is right.
|
# ? Nov 7, 2015 08:25 |
|
Ass_Burgerer posted:These are some really good mods. Just subbed the reworked conveyors one after really looking at the prices of them. Jesus Christ the small ship tubes go UP in price . Thanks! Balance suggestions/feedback always welcome.
|
# ? Nov 7, 2015 08:31 |
|
Zodack posted:I'll have to clean the mods the ship doesn't use from the World manually, I guess. I just load everything all at once when I build, I guess going in reverse and removing what I didn't use won't be too tedious. Well obviously you need to add a belly connector to the small version so you can use it as a shuttlecraft for the big one . Worked a bit on dorsal and wing equipment for my new starfighter. The drone's a disposable remote probe with a laser antenna on the back, and the ring on the fighter's meant to look like an ECM antenna dish. It's designed for carrying calls from the mothership to a flight or squadron of them. I've also been using the ISM weapon mods to make Hellfire Missile Pods and a Dual Grendle Gatling pod. Also working on dumbfire decoys that release from the wing, turn on, and shoot off in random directions (ie; fixed-thrust forward thrust and an off-kilter gyro). Also a shot from behind. Can't decide if I should extend the Hydrogen Thruster back a bit to be more flush with the Industrial Thrusters or leave it like that though.
|
# ? Nov 7, 2015 08:41 |
|
Working on version 2:
|
# ? Nov 7, 2015 12:30 |
|
Neddy Seagoon posted:Well obviously you need to add a belly connector to the small version so you can use it as a shuttlecraft for the big one . The joke is on you - the small version already features TWO belly connectors! And speaking of connecting ships to ships or drones to ships... what's the safest way? I remember the last time I played it really messes with the CoM and at high speeds the smaller vessel would get flung off of the larger one. LastStandGamers has featured some large craft lately and the go-to seems to be a connector as well as several auto-locking landing gear... or maybe a merge block? But merge blocks were notoriously weird the last time I tried merging things with them. Also, he mentions connecting blocks with large welders, which is strange to me.
|
# ? Nov 7, 2015 18:29 |
|
Zodack posted:The joke is on you - the small version already features TWO belly connectors! Two ships of the same size class, definitely merge blocks. Merge blocks fuse the two ships into a single physics component so there's no center-of-mass weirdness or the like (although you may want to disable some thrusters to keep the docked ship from melting anything important). Small ships to big ships, the connector paired with autolocking gear seems your best bet - connectors seem to have a more solid lock on them than landing gear, though the connection is slightly 'flexible'. Use both and you get the best of both worlds. The center of mass can be an issue but if your main ship is massive enough compared to the drones, there's not really much of an effect.
|
# ? Nov 7, 2015 18:39 |
|
Zodack posted:The joke is on you - the small version already features TWO belly connectors! Just use landing gear/maglocks on your small ship and a belly connector. Align belly connector, hit P, the ship Locks itself in place and you're set. Might want to turn off the ship after that though, or at least hit Z though. edit: Uploaded my finished Hawk Starfighter. Taking all bets on how long until I get a Workshop comment about "WHERE ARE THE MODULES? " Neddy Seagoon fucked around with this message at 04:03 on Nov 8, 2015 |
# ? Nov 8, 2015 02:07 |
|
Neddy Seagoon posted:Just use landing gear/maglocks on your small ship and a belly connector. Align belly connector, hit P, the ship Locks itself in place and you're set. Might want to turn off the ship after that though, or at least hit Z though. Thanks for the advice. I've got two hangars on this guy with maglock + belly connector spots. They're kind of weird and not positioned well for big small ships, but w/e. Speaking of which, the exterior is done and I am going about the arduous process of filling up the interior. I forgot how difficult it was to come up with 50 cool rooms for a large ship, and I especially didn't expect this one to feel so large. Also that's the small ship and not a projection hiding near the stern e: holy poo poo is that a modular dogfighter? That's radical, I saw the first image and all the modules and I gotta say that is just amazing.
|
# ? Nov 8, 2015 04:42 |
|
Zodack posted:Thanks for the advice. I've got two hangars on this guy with maglock + belly connector spots. They're kind of weird and not positioned well for big small ships, but w/e. If you're stuck coming up with ideas for the extra room, why not make an internal hangar for the small version?
|
# ? Nov 8, 2015 04:45 |
|
Neddy Seagoon posted:If you're stuck coming up with ideas for the extra room, why not make an internal hangar for the small version? I wonder if it'll fit in the back... Well, almost. I would need 1x4 hangar doors, probably.
|
# ? Nov 8, 2015 04:52 |
|
Oh gently caress me running what are those beautiful monitor screens
|
# ? Nov 8, 2015 05:06 |
|
Mister Adequate posted:Oh gently caress me running what are those beautiful monitor screens Hinges at around 65° with text panels attached. Using the automatic configurable LCD panel script mod.
|
# ? Nov 8, 2015 05:30 |
|
Why not just use the Slope LCD Panels?
|
# ? Nov 8, 2015 05:37 |
|
The jumpship is uploaded! If any of you guys want to take a look at it and tell me the critical flaw that will cause it to self destruct, please do. I'm currently editing the description so I don't accidentally out myself as someone who literally has no idea what he's doing. LSI Heavy Jumpship Neddy Seagoon posted:Why not just use the Slope LCD Panels? I didn't realize that existed - it's definitely better for what I use them for. I was thinking I'd wire them up to move away from the pilot seat when it was not in use but I couldn't be assed to bother with that because no one cares.
|
# ? Nov 8, 2015 05:57 |
|
Needless do dads and widgets are 50% of engineering! Animate those suckers or turn in your helmet.
|
# ? Nov 8, 2015 06:50 |
|
You can do it from the command terminal but figuring out how to make it happen only when you enter/leave the seat is not something I wanted to spend time on, especially after coming off of finishing the ship. I may get back around to it if I have the time, I do like engineering stuff like that. I just wish they'd fix rotors and pistons.
|
# ? Nov 8, 2015 07:04 |
|
I recently started experimenting with torpedoes for my small ships. Nothing fancy, just a dumb bomb/torpedo. I want to know though, sometimes the bomb will just bounce off of the test target I setup without actually exploding or anything, and it seems completely random and the torpedo doesn't even dent when it does. Is this an artfact of lag or is there something that would be actually causing that? For that matter, should I use heavy blocks outside of the tip to give it more mass to break off the protective cap on impact, or is it just something that happens once in a while? Edit: while I'm here, I'm planning on trying a sort of tandem-charge payload. Anybody tried those out and if so, figured out how many blocks of space are needed between the front and rear payload? Rorac fucked around with this message at 12:28 on Nov 8, 2015 |
# ? Nov 8, 2015 12:22 |
|
|
# ? May 29, 2024 10:53 |
|
Rorac posted:I recently started experimenting with torpedoes for my small ships. Nothing fancy, just a dumb bomb/torpedo. I want to know though, sometimes the bomb will just bounce off of the test target I setup without actually exploding or anything, and it seems completely random and the torpedo doesn't even dent when it does. Is this an artifact of lag or is there something that would be actually causing that? For that matter, should I use heavy blocks outside of the tip to give it more mass to break off the protective cap on impact, or is it just something that happens once in a while? Ah, ordinance talk! Okay, first off Tandem-charge payloads aren't going to work. The initial impact's going to kill moment outright, so the second payload will never go off as it slowly drifts around the debris of the first. Reinforced Armor tips are also right out, because they'll act to contain the blast away from the impact point. As for duds, the angle of impact can play a part. You need a direct head-on hit to actually get the full kinetic impact, anything else and it can potentially just glance off instead. And sometimes all that can be said is "Space Engineers" when odd stuff happens . If you want something a little more sure-fire, go for a kinetic rod instead (ie; a solid lump of Reinforced Armor). Accelerate your fighter to full speed, fly at enemy, release and break off. The starfighter I just added to the workshop has an example of these if you want to see them at work.
|
# ? Nov 8, 2015 13:13 |