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Blondersheel

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Everything posted by Blondersheel

  1. Thanks Sable Phoenix :) I've applied the modified turret mountings to all sizes (the 10:1 size can now mount size 1.0 turrets) and corrected the rogue titanium that made it into some of the internal thrusters. OP is updated with revised costs and updated XMLs Happy Flying!
  2. I'll be re-releasing the 10:1 scale version with the modified turret mounts to accommodate 6 x size 1 turrets or 24 x size 0.5 turrets. Also just realized some titanium snuck in there somehow so I'll fix that as well
  3. News: Ship Added: Rocinante Xa-06/03/02 She's ready to go! Happy flying! (Additional details in OP)
  4. I've gone up to around 20,000 blocks without any issues. That being said, that was when I mirrored a 10000 block ship out of curiosity. So far I've been able to build just about anything I want in less than ~7500 blocks. I haven't seen the need to go up to nearly 30k!
  5. Good eye, it is definitely significantly bigger than actual..for building and detailing purposes. It is built on a scale multiple though and will be scaled down for release, and yes all the detailing is preserved. I'll probably release in two sizes. One: as small as I can make it where the turret mounts are still large enough to mount turrets (unfortunately I don't think I can go quite down to "actual" size). Two: a bit larger where it "feels" right to fly and can be more of a capable ship. The larger size will likely be 1/4 of the size shown in the photo
  6. News: Ship Preview Update: Rocinante Ready for some paint! Should be ready in the next couple days! (Pre-paint photo updated in OP)
  7. If you're on single player or a server you've created, you can cheat to get it. Otherwise go find another smuggler and do the quest all over again :(. If you can and want to cheat, copy/paste this in console: /run Player(callingPlayer):getInventory():add(SystemUpgradeTemplate("data/scripts/systems/teleporterkey5.lua", Rarity(RarityType.Legendary), Seed(124)))
  8. I don't think you understood the context of what I was saying. I was referring to the previous post. Some have suggested before that it is not possible to reduce HS calculation time, because it is simply the time it takes your computer to load the sector you're jumping to. The time required to load the new sector is not related to how far away it is, so I don't think that is a real limitation. Calculation time also scales with ship size, which again would have no/minimal bearing on the time your PC takes to load the sector. Now, I do agree that for calculating an actual HS jump, it would make sense that it took longer based on distance and on ship size.
  9. I think others have already shown that it's not simply a "sector load time" because there would be no reason for that time to increase based on jump distance.
  10. Great job! Having a video definitely shows off the ships a lot better.
  11. Solved some serious angle challenges in my Roci replica :) Figured out how to do the engine supports...these little bastards sloping in every direction was a pain Figured out how to convert the gun mounts to a 45 degree angle for the front of the ship (the one un-built was the original shown at normal build angle)
  12. That's the example I was thinking of. Also, good job on the jackal wing pods! Took me awhile (and a lot of eye gouging) to figure out those same angles on a few areas of the Roci that I'm just finishing up.
  13. Someone did a good tie fighter, but haven't seen an interceptor. I'm warning you now though...the angles on the front/back of the wings are going to make you want to gouge your eyes out...
  14. I generally start with the visuals and then figure out what to do with systems inside later. That being said, I don't always do it that way and I don't always start in the same place. For example, with my Venture freighter I just really wanted to use engine rings somehow, so the ship started with that idea.
  15. It looks good! If anything, I think it would look cooler with some detailing work (i.e. Greebling), although it's a lot of work to add that stuff
  16. I think he's already made it to the galactic core rift, but is struggling to get the artifact you need from the travelling equipment merchant to actually get into the core.
  17. See my build in progress: http://www.avorion.net/forum/index.php/topic,2179.0.html?PHPSESSID=8vepk48ivsrkh2f183dctk2i13 One thing I've figured out is that when you're working with hexagons and octagons, standard sizes go right out the window. My strategy with weird angles, round shapes, etc. Is to start big and then scale down for the final product. Opens up a lot more options that way.
  18. News: Ship Preview: Rocinante A little sneak peek at my ongoing project. Still a ways to go, but getting there slowly! (Additional details in OP)
  19. This is my current project. Ultimately I decided to do the angles on the cockpit different, but still try and maintain the overall shape the same...it turned out pretty well. I'll share a sneak peek soon. P.S. the housing over the torpedo launchers was more crazy-making than the nose...
  20. Inside the admin file in the server directory, there are two player "groups" listed. The upper group is basic (I.e. Everyone) while the lower group is admins. What I did is just add the invite and the join commands into the "basic" group permissions. I do agree they shouldn't be admin commands to begin with though.
  21. I just recently tested this on generators and found it to be false (I.e. The same total volume of smaller blocks was exactly the same power generation as a single large block.) the only cases I've found it to be true for are cargo bays and fighter bays. There may be others, but I would say most blocks are in fact only based on volume and don't have a hidden "wall thickness factor" like this. I can't believe I've been missing this! Thanks for the tip!
  22. This. I'm loving the idea of asymmetry right now! Btw awesome designs!
  23. 1: Thrusters don't need line of sight or even "space" to work. You can cover them in armour and they will still work. 2: Alt+mouse is the only viewpoint control I know of. 3: For most blocks, it is only the volume that matters (e.g. 1000 1x1x1 blocks has the same effect as a single 10x10x10 block. There are a few exceptions to this rule (cargo bays for sure and I think also fighter bays). These blocks assume a wall thickness that is unusable space (.5 thickness). What this means is that for these blocks, it's better to do a few large blocks instead of many small ones. 4: number of thruster holes is purely visual. Thrust is based on block volume. 5: There is no way to mirror a copied section of blocks that I know of. Your best bet is to use the "mirror x axis" option when building. 6: That's a complicated question. DPS is generally the best way, but you also have to consider the "overheats" trait as well as some weapons with the "consumes energy" trait that have INSANE energy increase per second. Keep in mind that weapon stats are very random and higher material tiers aren't necessarily better. 7: No there isn't. I can imagine a really ghetto way of doing this if you turn collision damage off and just leave a hole in the Center of your ship to "land" your other ships in, but the second you jump to a new system, you'll leave them behind. Hope that helps!
  24. News: Ship Released: Venture Xa-09 Freighter Flight testing is complete and the Venture is available for acquisition! (Additional details in OP)
  25. Definitely confirmed that discovered map data is stored in the player.dat file. Deleting the server file didn't change anything. As a workaround we just created new characters and then mailed our resources and equipment to the new characters as they have a fresh "map". Kind of a pain, but we're basically back where we left off...just in a new galaxy.
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