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Domanating

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Everything posted by Domanating

  1. https://steamcommunity.com/sharedfiles/filedetails/?id=1242597202
  2. You are incorrect, my friend That is an Acclamator Class assault Ship, all credits go to Black_Disciple for that build although I've made some hefty modifications, mostly of the interior for my satisfaction. Given that this ship was known to carry 4 proton torpedo launch tubes, I've been waiting for this update to implement them.
  3. There is a threshold of some kind. Even if the white line/arrow is fully visible, there needs to be some space all around it for the shaft to consider that it's not being blocked by anything
  4. Taking into consideration that all 4 displayed torpedo shafts are blocked by something, Depending on their orientation, they will or won't fire. Shafts oriented Right and Down will fire. Shafts oriented Left and Up will not fire. The ship won't even recognize there was a shaft added Left and Right are flipped since I'm looking at the ship from the front
  5. For some reason there are some green dots or "unknown energy signatures" that don't have anything at all in the sector when you jump in there. After you jump you go to the galaxy view and this what you get Hovering the mouse over the sector now tells me it's a yellow dot "hidden mass" sector rather than the green dot but there's absolutely nothing in it and it still treats it as if I'm not there at all. Also the map fails regularly to take note of the sectors I've been in although relogging fixes the issue (note it's a Singleplayer creative server) Highlighted in the next pic is a sector I was before but has no notice that I was there. Also another time I jumped to a sector that I knew was empty. It had no indication of hidden mass or energy signature at all. After jumping, it was indeed empty but I got the same notice as in the first image. All this already happened to me 3 times in the span of a a few minutes. The first time was with a save from a previous update so I decided to create a new one cause maybe the save got broken. Turns out I get the same issue in the new server as well. replicating this is just a question of finding a fake green dot in the map. I had better luck with solitary green dots than ones in clusters. P.S: The new system upgrade seems broken in older saves though I assume that's to be expected.
  6. I can confirm this. This happened to me twice in a modded server but to get absolute confirmation I deleted my game files and reinstalled them to get a fresh game, created a a new creative game and both times I tried it happened as well. The process is simple: You start any game, go to any ship go to build mode and go to the block viewer. The window should open up fine. You can click on both drop down lists fine. As soon as you click on any option in either of those drop down lists the game will freeze. The music will keep on rolling and you will still be able to ctrl+alt+del or go to desktop or whatever for 10-15secs after the freeze occurred. Once that time is up then the whole PC will freeze and you'll get the typical sound of a blue screen of death although it never gets to that point. It shows that the game is trying something cause the music goes back to normal once in a while before going all to shit again. It's never absolute freeze per say. If you wait it out enough, step out to desktop before the seconds run out and press the right buttons and patient enough you can get out of the freeze and be able to shut the game down with the task manager. However force shutting down the PC may be the sensible way out unless you profit the first 10-15secs or liberty after the initial freeze to quickly go to task manager and force it to shut down you can come out fine. In a nutshell it's a nasty nasty bug
  7. They're available to download here. Why would I put them in the workshop?
  8. Actually I think the bridge is way off proportions. That's because I've built a Star Destroyer myself and I've looked at SD blueprints for a week straight. http://www.avorion.net/forum/index.php/topic,1794.0.html However you win in the detailing by far. Dat bridge, superstructure and midships area have incredible detailing. Hats off to you for that amount of patience. You should scale it up to real size though. It ain't hard now that is finished. Those 4 small squared engines need to go though
  9. Cheers! Thanks for the info, m8! It kind of worries me that the thin hangar will look like an exploit that, just like the thruster changes would be fixed at a later date.
  10. Update! New addition to the empire! Check OP All ships have been updated with the new blocks and thruster mechanics! Imperator class now has good looking nozzles. Fighter version can now properly launch fighters by using Semaphorism's technique
  11. This bug is killing me. It happens every time after the 2nd or 3rd block placed. I'm forced to leave build mode and back in it to place another 2 or 3 blocks and repeat
  12. I plan to make some tweaks to it and that will be one of them. I'm waiting for the new thruster changes to come out to stable to see if I need to change my thruster layout. Since I'll have to gut my ship to do that AND the engine nozzles I'd rather gut the ship once rather than twice. Thanks m8
  13. You could scale the fighter so it can fit the guns. It's not IRL sized to begin with anyway since 1:1 scale of those things are good for nothing. Alternatively just put the guns on the solar panels, plenty of space there
  14. Not to mention the crew you need to run that thing. I forgot to post my ships stats actually. For a powerful ship you need powerful empire, m8. ;) First off I plan on making other smaller Galactic Empire ships, which are more affordable so then you can move on to bigger and better things in a more linear fashion. Also you could check out this mod: http://www.avorion.net/forum/index.php/topic,1607.45.html It allows the possibility of finding abandoned mines. For a rather steep price you can put them up and running again and you'll constantly gain resources even when you're not in the mine's sector. You're able to have as many mines as you can afford. Also hopefully mining drones that you sent out will be able to give you resources while you're in other sectors in the future so you can amass exponential amounts of materials Edit: Also @ddark16 were you able to attach weapons to the Tie fighter or are you still having issues?
  15. Now THAT's god damn impressive. I wish it could be playable in real scale, though. I went through the same "this won't work" error when miscalculating my Star destroyer's size scaling it to 16.000m rather than 1.600m
  16. Thanks! It all depends on the blueprint sheets I can find in the Internet. I do have some high quality images for the victory class so that one is a go. For the gladiator I only found one image and it was made by someone that changed a lot of aspects from the original. I can make this one but a lot of guess work will be required for the details. There were a few others that I wanted to do such as the Victory class frigate and Imperial escort carrier but I couldn't find any blueprint like images for them at all. Acclamator assault ships is also in my plans Hmmm.... I could still do Semaphorism's hangar placement (if you don't mind) but it will destroy the entire aesthetics of the ship bay
  17. Downloaded both, thank you! I like the idea of pushing the launch bay deeper into the ship, did you have to adjust any internal components to make it happen? Yes, a large Crew quarters block and 1 or 2 structural blocks but nothing too fancy
  18. The Star Destroyer is ready! Check OP! Also changed the title of my showcase since I'll mainly build stuff from the Galactic Empire
  19. That's an ugly way of doing it, imho. I'll try something else
  20. I just realized my Star Destroyer cannot use fighters because the hangars require a ridiculous amount of clearance to launch them. I'm so sad :(
  21. Are you absolutely sure you're using small turrets? They must have Size----------0.3 on their description Edit: Tie fighter with single gun mount available. The engine is more powerful and it's AI capable
  22. Cheers guys! Just to say I've updated the Tie fighters (nope not the Star Destroyer, yet). With the building skills I've gained from the Star Destroyer, looking back at the Tie Fighter the solar panels were giving me cancer so I refined the corners. Also the engine is slightly more powerful The downloads are now on GoogleDrive since it appears to be a popular way to do it here BEFORE AFTER Another thing I was thinking about is the fact that limited to 5 crew it's not possible to have the Tie fighter controlled by AI. Not with 2 guns it can't. 4 gunners and 1 mechanic but no captain. I thought about having only one gun slot and removing the massive crew quarters cube inside the cockpit. This way it'll be 2 gunners, 1 mechanic and 1 captain. In addition with the free space it would allow me to make a much more powerful engine. Let me know your thoughts.
  23. Tie Fighter and Mini-Tie fighter are now available, check OP. I couldn't upload via attachment since the files are 13 times the size limit! I hope Mediafire is ok for you
  24. Cheers :) I'm not releasing the Star Destroyer yet as I believe more details are needed (ex: more superstructure parts, more armor plating bulges in the main fuselage and secondary hangar bay) but the tie fighter I can make it available when I get home. I can give you the practical Tie fighter and the 1:1 scale variant (good for nothing except scouting) if you want
  25. I've built some things. I assume they don't need introduction Tie Fighter 1:1 Imperator Class Star Destroyer 1:1 Victory Class Star Destroyer
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