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nbanyan

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  1. nbanyan

    Block Splitter

    A simple script to split blocks. To use, isolate the blocks you want to split into their own xml file. Make sure to get all three lines (<item ...>, <block .../>, and </item>). Run the script on that file, then open the new 'filename_split.xml" and copy that to replace the original blocks in your ship's file. Note: Usually, the last block listed in your ship's file has the largest index. Script File (AutoIt) Compiled Script (.exe)
  2. This is very much needed. Servers with mods are very dependent on specific versions of the game. We're already on version 1.4 now, but none of the manifests are available for 1.1, 1.2, or 1.3. I was playing on a modded server yesterday and after the update today I can't join the server because some of the mods can't load, and even after editing configs the server is running 1.2 so I still can't play. I would be all for keeping a manifest for the last update to each version number (1.0, 1.1, 1.2, etc.) to allow people to continue playing while their server and mods update. Especially as in the future there will be more servers that won't update until they do a full wipe because of mods that are never updated.
  3. The Shadow's Battle Crab is finally complete! Woot! Now time to take a break and rest...
  4. Was struggling again to make the anti-fighter turrets work against Xsotan fighters. Another player on the server said that to make the turrets work on the Xsotan I have to use the diplomatic window to decrease relations with the Xsotan. I always assumed that turrets auto-attack based on the current disposition (attack if close to a hostile ship) rather than overall relations. Forcing bad relations seems more like an annoying workaround rather than an intended behavior.
  5. Once I was in a sector in Ogonite space when pirates spawned on top of an NPC station. Two seconds later the station was destroyed. Apparently the NPCs Headquarters was made entirely from Titanium. NPC stations should never be that weak; they should at least use the technology available at the zone's material -1 (Ex. Stations in Trinium and above space should always have shields). Giving stations turrets would also be a huge step towards allowing NPC stations to survive longer. Also, it'd be very useful to have a server setting to make all NPC stations invincible (and perhaps ignored by enemy NPC ships). The PvE server I'm on has a rule against killing stations (even pirate stations) because NPC stations are extremely useful for players, however NPCs often end up destroying NPC stations making the server rule a band-aid that is only slowing the destruction (the server also has NPC faction wars, which greatly increase the odds of NPCs destroying stations).
  6. I accidentally posted this in the beta section. ProsperCraft is running the Combat update but is not running the beta. Could this post be moved to the standard bug section, please?
  7. I've been playing on the ProsperCraft Avorion server and was doing OK for quite a while. The server would routinely crash, often sending players (myself included) into a drone and their ship a couple sectors back (usually about a 5 minute rollback). In fact, since mid-September every time I've logged in I've been in a drone with my ship floating somewhere in the sector; it nearly became habit to /suicide as soon as I logged in. But this post isn't about that, I'm used to that now. However, this month has been a series of frustrating events: 03 Oct 2018: I log out after fighting and salvaging the guardian. I warp to a nearby alliance sector and am surprised that my fleet ship (named Tesseract) was already there (usually it takes several minutes for them to follow a jump). And I log out for the night. 04 Oct 2018: I log in and my ships and profile had somehow reverted to where it was the previous week (roughly 28+ in-game hours prior) and I instantly get the message that my fleet ship is destroyed - at 0:0. My money ore, ship, turrets, inventory are all from a week prior despite being in the sector I actually left it in. When I jump to 0:0 there is no wreckage, but the dropped modules are there - but the set it had the week prior. Overly frustrated, I took a break from the server for a bit. 09 Oct 2018: I start logging in again and rebuilding. 10 Oct 2018: I recreate Tesseract and transfer a bunch of fighters to it to make more room for the Avorion Salvage Fighters I'm rebuilding (managed to create 30 before the rollback of 04 left me with only the blueprint). 11 Oct 2018: I log in and I'm in the Tesseract ship, but my main ship (which I parked right next to Tesseract about 270km from sector center) is gone. I check the map and it lists it in a sector 130 sectors away that I hadn't visited in over two months. Switch to sector dumped me to a drone in the home sector and removed my main ship from my fleet list. Switching back to Tesseract I check the map again and notice that I have a ship in the alliance sector where I logged out on 03 Oct. Turns out that the Tesseract ship that was destroyed in 04 Oct was back with all the old fighters and modules it had before the rollback. I traveled to the sector where the map last said my main ship was and found nothing. Nothing in the nearby sectors either. So, after suffering a very severe full profile rollback, the game flat deletes my main ship and leaves me with two weak fleet ships with the same name and I've lost all the Avorion Salvage fighters (estimate of 75mil for the turret and 150mil to create the first fighter, then ~35 hours of assembly time) upwards of 700mil in materials and credits from the loss of two main ships and an untold amount of time and credits from the modules and turrets that were deleted each time. I know I don't know how everything is saved in the game or everything that's been tried to fix the stability issues but here's my desperate stab at a Possible solution. Since sectors seem very unstable and prone to the occasional corruption, keep player profiles (credits, inventory, fleet list, materials, alliance) and player ships (ship template, turrets, modules, sector, location) in individual files or an associated database. This way the server can keep its own backups and ships are a lot harder to accidentally delete or duplicate. I initially thought that that specific server was unstable, but at the prompting of one of their tech. admin I did some searching and found that quite a few other people have experianced similar game breaking corruptions for quite a while. I hope you can prioritize this issue and let us know if there's any way we can avoid these errors. When I start playing again I'm going to have to remember to reduce each of my ships to a starting block and remove all modules before I log out; it's hard to bring myself to play a game that randomly and unavoidably deletes months worth of work without warning. Possibly related posts: Jan 2018 - https://www.avorion.net/forum/index.php?topic=4350.0 Dec 2017 - https://www.avorion.net/forum/index.php?topic=4315.0 Mar 2017 - https://www.avorion.net/forum/index.php?topic=2782.0 Feb 2017 - https://steamcommunity.com/app/445220/discussions/3/135507855755819656/ Jan 2017 - https://www.avorion.net/forum/index.php?topic=883.0 Jan 2017 - https://www.avorion.net/forum/index.php?topic=1072.0 Jan 2017 - https://steamcommunity.com/app/445220/discussions/0/135507548120596447/ Jan 2017 - https://steamcommunity.com/app/445220/discussions/0/135507780427842085/
  8. I was fighting the guardian on a PvE server with offensive weapons and salvage turrets loaded (overlap maxed on each) and no defensive turrets. During the guardian fight, I let it spawn a third wave of adds at around 1 bar HP. My auto-rail eventually finished it off, but I realized it had launched fighters. I couldn't target them with the 'r' key but was eventually able to select one to verify it was Xoltan. I unequiped all my turrets and equiped anti-fighter turnets, but regardless of the turret setting (Defense, Attack, situational) they didn't fire as if they also couldn't target the fighters. I also tried equiping point defense chainguns and point defense lasers, but with no effect. I managed to destroy the fighters by equiping 9k Omicron of anti-fighter turrets and spamming them manually at the offensive blasts. This took quite a long time as they seem to have a very high dodge rate. I haven't played in PvP, but I assume the anti-fighter turrets are supposed to work like point defense turrets (set on 'defend' and it attacks nearby torpedoes and fighters).
  9. File Downloads: Workshop Avorion XML Ogonite XML Xanion XML Trinium XML Naonite XML Titanium XML Shadow Battle Crab [+] [+] [+] [+] - - Shadow Scout [+] [+] [+] [+] [+] [+] Shadow Scout - Carrier [+] [+] [+] [+] - - Shadow Fighter - - - - - [+] Black Claw Battleship V2 [+] [+] [+] [+] [+] [+] Black Claw Battleship V1 - - [+] - - - Black Claw Cruiser V2 [+] [+] [+] [+] [+] [+] Black Claw Cruiser V1 - - [+] - - - Black Claw Destroyer V2 [+] [+] [+] [+] [+] [+] Black Claw Destroyer V1 - - [+] [+] - - Black Claw Frigate V2 [+] [+] [+] [+] [+] [+] Black Claw Frigate V1 - - [+] [+] [+] [+] Black Claw Corvette V2 [+] [+] [+] [+] [+] [+] Black Claw Corvette V1 - - [+] [+] [+] [+] Tesseract - - - [+] - - Hollow Ship: Fatal Star [+] [+] [+] [+] - - Hollow Ship: White Star Ghost [+] [+] [+] [+] - - Ring Destroyer - - [+] - - - Ring Frigate - - [+] - - -
  10. Since I found the in-game "Modify ship" feature so non-intelligent as to be useless, I've written a script to automate optimization of ships and material-limited generation of ships. When run, the script will ask which function you want to perform. Optimization means choosing the "best" material for each component of the ship and saving the ship as a new file. Generate reduced versions means creating versions of the ship for capped at each material level below its current material level (a ship with Trinium as its highest tier material will yeald Naonite, Titanium and Iron capped variants). When choosing Optimization, it will also ask whether you prefer Trinium or Ogonite armor since Ogonite actually has a slightly better durability per mass than Trinium, but is extremely heavy. It reads the XML ship file you give it (when it asks what ship you want to process). So if you want it to process a Steam Workshop ship you must load and save the ship in-game to create an XML version. The bias tables used in the script are from data compiled in the following sources: BLOCK MATERIAL ANALYSIS GUIDE by Shadowflare Avorion Wiki page for Materials Here's the bias tables as they are in the script (higher numbers are better): Ir Ti Na Tr Xa Og Av Thrust (m per s2/Mass) 0.76 2.22 1.84 4.5 2.74 0.99 1.54 Generator (MW/Mass) 0 2.06 2.13 3.88 3.48 2.5 3.67 Energy Storage (GJ/Mass) 0 0.22 0.227 0.414 0.377 0.266 0.392 Durability (Durability/Mass) 0.078 0.2 0.273 0.643 1.82 0.675 1.265 Computer 1 1 1 2 1 1 1 Integrity 1 1 1 2 1 1 1 Gyro 1 1 1 2 1 1 1 Finally updated for 1.0! (It won't turn your twisted corners, transporters, etc. into hull anymore!) Google Docs Downloads: AutoIt Script Compiled Script (for those who want a .exe and don't want to install SciTE/AutoIt)
  11. I completed the Enemy of My Enemy quest (have the artifact) and destroyed A Friend and abandoned the quest since it didn't go away (still asking for the parts). Afterwards I found I still had a Suspicious Goods in my inventory so I dumped it in a random smuggler's sector, so it isn't in my inventory. I keep getting hailed by destroyers and treated like I'm carrying the Suspicious Goods from the Easy Delivery quest. They say they'll send a ship to confiscate my cargo, but none ever appears and the destroyer doesn't stop hailing (I could likely go broke by giving them 12 mil in 35k increments in under a minute). Update: The hails seem to have stopped for now. I sold a batch of Cocoa Beans I picked up from a map generated wreck in a pirate sector (sold to a trading post of the same faction that was pestering me). Hopefully it won't start up again when I start hauling cargo again.
  12. My creations provided for your exploitation. I used the AutoIt script im my signature to intelligently create the material restricted variants. Shadow Ships (Babylon 5) These are all substantially different and extremely capable. [spoiler text=Battle Crab] Steam Workshop Link Updated for 1.0! Shadow Battle Crab from Babylon 5. These are the iconic ships of the Shadow fleet. They are huge, dreadfull monstrosities. However, I found the original size (4x Scale) I had for this ship made it harder to start playing it in survival, so it's smaller now (feel free to scale it up when you are able). It was designed at about 2^5 times what's needed for 15 slots and the systems calibrated to work well at that scale with pure Trinium. It's hull is almost entirely stone and most of its systems are housed within an extra box of armor and stone.Update: I've added the new utility blocks (Transporter, Academy, Cloning) and split a lot of the stone plating on the top, bottom, and front of the ship for the intent that you will change these to turret bases as needed.The colors changed slightly while I was updating this. The stone and glow blocks are now colored a deep red (ff1b0000) while the other blocks are a pure black (ff000000) - neither of these are stock colors. From a distance, the red glow blocks cause the ship to shimmer due to z-fighting; if you don't want the shimmer delete all glow blocks (this will remove 631 blocks so be patient with it). It has 17298 blocks, but if you need it below 15k delete the glow blocks and merge the directional thrusters to drop the count to 14690. This is the amazing 3D model I tried to copy when designing this ship. There are some hard to notice details that are more visible when the ship is a lighter color. Please don't run around with a white Battle Crab - it looks very wrong like that. The following are the pre-update (but still close) stats for the posted file while at rest for a fully crewed ship with no turrets or system upgrades for the current scale and the scaled down to 15 slots version. Both stats are provided to show how well this ship scales. Stats (4x scale from 15 slots): Hull: 67015800 hp Shield: 166177000 hp Blocks: 16809 Volume: 9.8 bill m3 Mass: 222.12 Mt Thrust: 109.1 m/s2 Brake Thrust: 128 m/s2 Max Velocity: 1935 m/s2 Yaw: 0.84 rad/s Pitch: 1.32 rad/s Roll: 0.89 rad/s Hyperspace Cooldown: 2736 s Hyperspace Reach: 255.5 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 15 Processing Power: 9.6 mill Cargo Hold: 301674 Crew Quarters: 444259 Fighters: 2757 - 22062 Production Capacity: 1912500 /s Productions: 5 Generated Energy: 221.41 TW Req. Energy: 60.98 TW Storable Energy: 137.5 TJ Req. Engineers: 168241 Req. Mechanics: 189580 Stats (barely 15 slots scale): Hull: 1047120 hp Shield: 2596520 hp Blocks: 16809 Volume: 153.05 mill m3 Mass: 3.47 Mt Thrust: 109.1 m/s2 Brake Thrust: 128 m/s2 Max Velocity: 1311 m/s2 Yaw: 3.36 rad/s Pitch: 4 rad/s Roll: 3.55 rad/s Hyperspace Cooldown: 355.1 s Hyperspace Reach: 65.7 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 15 Processing Power: 150.01 k Cargo Hold: 3468.5 Crew Quarters: 6945 Fighters: 31 - 248 Production Capacity: 29882.8 /s Productions: 5 Generated Energy: 3.46 TW Req. Energy: 952.8 GW Storable Energy: 2.17 TJ Req. Engineers: 2629 Req. Mechanics: 2963 [spoiler text=Scout] Steam Workshop Link Shadow Scout from Babylon 5. The following are the stats for the Trinium version while at rest for a fully crewed ship with no turrets or system upgrades. Stats (Trinium): Hull: 30966 hp Shield: 26681 hp Blocks: 3444 Volume: 1.9 mill m3 Mass: 41.6 kt Thrust: 209.2 m/s2 Brake Thrust: 256.6 m/s2 Max Velocity: 747 m/s2 Yaw: 4 rad/s Pitch: 4 rad/s Roll: 4 rad/s Hyperspace Cooldown: 52.3 s Hyperspace Reach: 8.5 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 5 Processing Power: 1.8 k Cargo Hold: 35.7 Crew Quarters: 144 Generated Energy: 33.25 GW Req. Energy: 13.3 GW Storable Energy: 92.78 GJ Req. Engineers: 37 Req. Mechanics: 30 Carrier Stats (Avorion): Hull: 307783 hp Shield: 442550 hp Blocks: 7128 Volume: 12.43 mill m3 Mass: 284.6 kt Thrust: 61.4 m/s2 Brake Thrust: 76.3 m/s2 Max Velocity: 850 m/s2 Yaw: 4 rad/s Pitch: 4 rad/s Roll: 4 rad/s Hyperspace Cooldown: 112.4 s Hyperspace Reach: 15.3 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 7 Processing Power: 12.33 k Cargo Hold: 3867.1 Crew Quarters: 577 Fighters: 15 - 124 Production Capacity: 13056.9 /s Productions: 5 Generated Energy: 126.65 GW Req. Energy: 64.05 GW Storable Energy: 92.78 GJ Req. Engineers: 87 Req. Mechanics: 222 [spoiler text=Fighter (Blueprint)] Steam Workshop Link Shadow fighter from Babylon 5. Not intended as a player ship, but can be used as a starter (I'd recommend using armor instead of stone). The Black Claw Sleek design and plenty of room for modification. All interior components are Ghost White to allow easier modification of the framework. Each ship class listed below is a resizing of the Battleship. [spoiler text=Screenshot] [spoiler text=Battleship] This ship is designed to serve as a carrier while still maneuverable enough to engage in the firefight. Updated and Optimized from V1 for end-game materials. Steam Workshop Link Stats: The following are the stats at rest for a fully crewed ship with no turrets or system upgrades. Cost: 23.837.879 Tr 928.404 Xa 16.989 Og 12,160 Av 602,580 Hull: 1500440 hp Shield: 1416080 hp Blocks: 9385 Volume: 62.26 mill m3 Mass: 1.96 Mt Thrust: 33.6 m/s2 Brake Thrust: 73.7 m/s2 Max Velocity: 1049 m/s2 Yaw: 0.2 rad/s Pitch: 0.26 rad/s Roll: 0.22 rad/s Hyperspace Cooldown: 270.6 s Hyperspace Reach: 15.1 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 12 Processing Power: 64.4 k Cargo Hold: 3320.6 Crew Quarters: 2370 Fighters: 87 - 701 Production Capacity: 1824 /s Productions: 5 Torpedo Storage Space: 316 Generated Energy: 1.11 TW Req. Energy: 302.32 GW Storable Energy: 698.6 GJ Req. Engineers: 353 Req. Mechanics: 798 [spoiler text=Cruiser] While smaller than the Battleship, this ship can also serve as a carrier while being maneuverable enough to engage in the firefight. (75% scale of the Black Claw Battleship) The following are the stats at rest for a fully crewed ship with no turrets or system upgrades. Stats: Cost: 10.261.949 Tr 402.978 Xa 7.479 Og 5.260 Av 256.664 Hull: 645740 hp Shield: 609438 hp Blocks: 9385 Volume: 26.8 mill m3 Mass: 843.76 kt Thrust: 33.6 m/s2 Brake Thrust: 73.7 m/s2 Max Velocity: 923 m/s2 Yaw: 0.27 rad/s Pitch: 0.37 rad/s Roll: 0.29 rad/s Hyperspace Cooldown: 182.7 s Hyperspace Reach: 19.5 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 9 Processing Power: 27.71 k Cargo Hold: 1337.8 Crew Quarters: 1022 Fighters: 34 - 277 Production Capacity: 785 /s Productions: 5 Torpedo Storage Space: 126 Generated Energy: 476.62 GW Req. Energy: 130.11 GW Storable Energy: 312.05 GJ Req. Engineers: 152 Req. Mechanics: 344 [spoiler text=Destroyer] This ship can serve as a small carrier, but is still primarily a combat ship. (75% scale of the Black Claw Cruiser) The following are the stats at rest for a fully crewed ship with no turrets or system upgrades. Stats: Cost: 4.417.748 Tr 176.016 Xa 4.171 Og 2.275 Av 112.088 Hull: 277907 hp Shield: 262283 hp Blocks: 9385 Volume: 11.53 mill m3 Mass: 363.13 kt Thrust: 33.6 m/s2 Brake Thrust: 73.7 m/s2 Max Velocity: 797 m/s2 Yaw: 0.35 rad/s Pitch: 0.52 rad/s Roll: 0.38 rad/s Hyperspace Cooldown: 125 s Hyperspace Reach: 15.4 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 7 Processing Power: 11.93 k Cargo Hold: 526.2 Crew Quarters: 442 Fighters: 13 - 105 Production Capacity: 337.8 /s Productions: 5 Torpedo Storage Space: 49 Generated Energy: 205.41 GW Req. Energy: 55.99 GW Storable Energy: 145.69 GJ Req. Engineers: 65 Req. Mechanics: 148 [spoiler text=Frigate] This ship is just large enough to serve as a carrier to a few fighters but is still primarily a combat ship. (75% scale of the Black Claw Destroyer) The Material restricted builds were created by modifying the material numbers in the XML. The game replaces material unavailable blocks with Hull (Ex. Hangers in the Titanium build). These are intended as a temporary craft before upgrading to the original ship once Xanion is acquired. The following are the stats at rest for a fully crewed ship with no turrets or system upgrades. Stats: Cost: 1.904.843 Tr 76.207 Xa 2.245 Og 1.006 Av 48.405 Hull: 119602 hp Shield: 112878 hp Blocks: 9385 Volume: 4.96 mill m3 Mass: 156.28 kt Thrust: 33.6 m/s2 Brake Thrust: 73.7 m/s2 Max Velocity: 672 m/s2 Yaw: 0.47 rad/s Pitch: 0.76 rad/s Roll: 0.5 rad/s Hyperspace Cooldown: 87.2 s Hyperspace Reach: 12.2 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 7 Processing Power: 5.13 k Cargo Hold: 200.1 Crew Quarters: 192 Fighters: 4 - 38 Production Capacity: 145.4 /s Productions: 5 Torpedo Storage Space: 18 Generated Energy: 88.69 GW Req. Energy: 24.1 GW Storable Energy: 74.09 GJ Req. Engineers: 28 Req. Mechanics: 64 [spoiler text=Corvette] This ship is a moderately cheap combat ship. (75% scale of the Black Claw Frigate) The Material restricted builds were created by modifying the material numbers in the XML. The game replaces material unavailable blocks with Hull (Ex. Hangers in the Titanium build). These are intended as a temporary craft before upgrading to the original ship once Xanion is acquired. The following are the stats at rest for a fully crewed ship with no turrets or system upgrades. Stats: Cost: 822.522 Tr 35.440 Xa 1.885 Og 450 Av 21.192 Hull: 51473 hp Shield: 48579 hp Blocks: 9385 Volume: 2.14 mill m3 Mass: 67.26 kt Thrust: 33.6 m/s2 Brake Thrust: 73.7 m/s2 Max Velocity: 549 m/s2 Yaw: 0.62 rad/s Pitch: 1.12 rad/s Roll: 0.66 rad/s Hyperspace Cooldown: 62.4 s Hyperspace Reach: 9.8 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 6 Processing Power: 2.21 k Cargo Hold: 72.4 Crew Quarters: 85 Fighters: 1 - 13 Production Capacity: 62.6 /s Productions: 5 Torpedo Storage Space: 6 Generated Energy: 38.45 GW Req. Energy: 10.37 GW Storable Energy: 43.28 GJ Req. Engineers: 12 Req. Mechanics: 28 Tesseract A fighter box. Designed as a fleet fighter control unit, it has good shields and good hanger capacity. [spoiler text=Carrier] Steam Workshop Link The following are the stats at rest for a fully crewed ship with no turrets or system upgrades. Stats: Hull: 62840 hp Shield: 648271 hp Blocks: 1213 Volume: 7 mill m3 Mass: 165.14 kt Thrust: 41.7 m/s2 Brake Thrust: 40.7 m/s2 Max Velocity: 712 m/s2 Yaw: 0.69 rad/s Pitch: 0.67 rad/s Roll: 0.69 rad/s Hyperspace Cooldown: 89.2 s Hyperspace Reach: 10.5 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 7 Processing Power: 6.95 k Crew Quarters: 571 Fighters: 110 - 885 Generated Energy: 134.48 GW Req. Energy: 87.51 GW Storable Energy: 20 GJ Req. Engineers: 135 Req. Mechanics: 122 Hollow Ships Experements with ships that are mostly hologram. [spoiler text=Fatal Star] Eight octahedrons float in a holographic box, tethered to the inside by holographic wires. Steam Workshop Link The following are the stats at rest for a fully crewed ship with no turrets or system upgrades. Stats: Hull: 433376 hp Shield: 3405430 hp Blocks: 1182 Volume: 39.19 mill m3 Mass: 780.97 kt Thrust: 85.1 m/s2 Brake Thrust: 200.5 m/s2 Max Velocity: 1050 m/s2 Yaw: 1.38 rad/s Pitch: 1.38 rad/s Roll: 0.8 rad/s Hyperspace Cooldown: 176.4 s Hyperspace Reach: 27.1 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 10 Processing Power: 40.45 k Cargo Hold: 1100.5 Crew Quarters: 2888 Fighters: 11 - 88 Production Capacity: 9206.4 /s Productions: 5 Generated Energy: 405.62 GW Req. Energy: 483.66 GW Storable Energy: 1.57 TJ Req. Engineers: 506 Req. Mechanics: 750 [spoiler text=White Star Ghost] My last expiriment with hollow ships. The idea here is to have as small an area as possible that can support enough turrets in order to be harder to hit. I certianly noticed torpedoes having a harder time due to the smaller target size, and I gained what looked like a firefly effect for a while that I think were launcher rockets circling the center of the hologram but not finding anything to hit. The White Star used for the hologram is a wonderful ship created by codeeagle2000. https://steamcommunity.com/sharedfiles/filedetails/?id=1297835539 Please give his build a try; it's a fun ride and a much more natural feel than this ghost. Steam Workshop Link The following are the stats at rest for a fully crewed ship with no turrets or system upgrades. Stats: Hull: 1979050 hp Shield: 10194600 hp Blocks: 2751 Volume: 165.62 mill m3 Mass: 4.12 Mt Thrust: 120 m/s2 Brake Thrust: 211.6 m/s2 Max Velocity: 1351 m/s2 Yaw: 4 rad/s Pitch: 4 rad/s Roll: 4 rad/s Hyperspace Cooldown: 385.4 s Hyperspace Reach: 56.6 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 15 Processing Power: 166.15 k Cargo Hold: 7579.4 Crew Quarters: 13908 Fighters: 68 - 546 Production Capacity: 105812 /s Productions: 5 Generated Energy: 3.07 TW Req. Energy: 1.73 TW Storable Energy: 6.25 TJ Req. Engineers: 2775 Req. Mechanics: 3294 The Ring Designed for having a better view of the target (whether an enemy ship, wreck or asteroid), this is compact and versatile spacecraft. Note that while it has very responsive forward thrust, it currently has near zero capacity for strafing. The Frigate is simply a smaller scaling of the Destroyer. [spoiler text=Destroyer] Steam Workshop Link The following are the stats at rest for a fully crewed ship with no turrets or system upgrades. Stats: Hull: 329259 hp Shield: 51030 hp Blocks: 484 Volume: 17.25 mill m3 Mass: 464.74 kt Thrust: 223.1 m/s2 Brake Thrust: 64.6 m/s2 Max Velocity: 1117 m/s2 Yaw: 0.22 rad/s Pitch: 0.22 rad/s Roll: 0.09 rad/s Hyperspace Cooldown: 139.5 s Hyperspace Reach: 13.5 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 8 Processing Power: 18.91 k Crew Quarters: 913 Fighters: 44 - 354 Production Capacity: 256 /s Productions: 2 Torpedo Storage Space: 190 Generated Energy: 173.3 GW Req. Energy: 82.6 GW Storable Energy: 20 GJ Req. Engineers: 351 Req. Mechanics: 244Ring Destroyer Slots: 8 Vol: 17.25 Crew: 800-900 [spoiler text=Frigate] Steam Workshop Link The following are the stats at rest for a fully crewed ship with no turrets or system upgrades. Stats: Hull: 41157 hp Shield: 6379 hp Blocks: 484 Volume: 2.16 mill m3 Mass: 58.09 kt Thrust: 223.1 m/s2 Brake Thrust: 64.6 m/s2 Max Velocity: 806 m/s2 Yaw: 0.43 rad/s Pitch: 0.45 rad/s Roll: 0.33 rad/s Hyperspace Cooldown: 59 s Hyperspace Reach: 8 sctrs Radar Reach: 14 sctrs System Upgrade Slots: 6 Processing Power: 2.36 k Crew Quarters: 117 Fighters: 3 - 27 Production Capacity: 32 /s Productions: 2 Torpedo Storage Space: 17 Generated Energy: 22.1 GW Req. Energy: 10.32 GW Storable Energy: 20 GJ Req. Engineers: 44 Req. Mechanics: 31
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