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TrixX

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  1. Ignoring aesthetics, effectiveness is basically defined by efficiency in application of the required task. For instance a combat oriented ship maybe incredibly inefficient at dealing with trading and vice versa. As a result effectiveness is necessitated by what task is at hand. I have ships for all round use that aren't spectacular at anything but good at everything and can accommodate different tasks such as trading and combat and salvaging and mining etc... Currently I'm experimenting with TESLA's latest two creations which are probably two of the best looking designs I've seen but for me personally were pretty under-equipped module wise from a size perspective of the ship, both are perfectly functional, but I felt should have better shields and power generation as well better flight handling as both rotate too slow for my tastes. After reworking the smaller of the two (Duke?) I gained 50% more shields 100% more engine thrust, 100% more counter-thrust and a much better ship overall. Fully armoured too instead of From a general perspective though I find many ships fall into the same traps, lack of engines/inertia dampening, lack of thrusters and lack of gyro's from a handling perspective. For most ships I aim for a minimum of 100m/s2 and at least 1.0 Rad on Yaw, Pitch and Roll. Without that getting on target is slower and you'll spend more time waiting to target your enemy or rock. Combat wise, don't underestimate Armour, Railguns are scary if you don't have it and will penetrate many blocks deep if you fail to use it or the Railgun's take your shields down. Shields are also a cheap form of defence, I'd rather stack more shields than add stone to a ship as the shields come with little weight gain and can regen whereas the stone doesn't do much other than block lightning and slow your ship down a lot. Learning the quirks of the building mode is essential for this game, as getting 6GW extra shielding on a 4 slot ship is a HUGE difference at that level with just correct use of the blocks. Oh and there are only certain modules that benefit from Material Type. Otherwise use Trinium as it's the lightest weight.
  2. Wouldn't adding the ability to buy said asteroids from factions solve that a bit better? Disabling selling is kinda breaking the mechanic to gain some semi-safe reputation with factions.
  3. Yeah that's the bit that's slowing me down at the moment ;)
  4. Posted a new thread so as not to derail Avitus12's any further ;D
  5. Seeing as peeps (ok one dude, possibly...) were interested in seeing a couple of my ships I'll start uploading a few pics and maybe a few XML's over time. Starting off I must admit I found some of the Homeworld ships on here and thought wow, this is how detailed the editor can be and so went to it. I'm definitely not the best at making ships, but I am having a lot of fun with making them and usually my goal is to make the ship handle well enough for me to enjoy flying it and looking aesthetically close to the source material. First up is a Cruiser about half the size of the amazing Hiigaran Battlecruiser by Maffin. Stats though allow it to handle incredibly well for its size and also has an insane level of shielding for it's size. Probably could reduce shields by half and use that space for something else. Doesn't have a massive crew requirement for a ship this powerful either.
  6. Place the XML for the ship in the C:\Users\USERNAME\AppData\Roaming\Avorion\ships folder Replace USERNAME with your local PC login name. Ingame go into build mode and on the left panel there's a button to save ship. It also loads XML's ;)
  7. Was working on the bottom right in this image. I have the basic shape, just gotta work on details now. Apologies Avitus12 for accidentally hijacking your thread!
  8. I must admit I've moved away from straight snaps and mostly use framework parts to layer together to make groups I can copy paste into the recesses I want. Much more efficient time wise (make 1 part, paste 5 times accurately and boom). Still hard to get the most out of some spaces within a ship though.
  9. Well isn't that a coincidence :) Saw your name and thought nah must be a copycat or something, but DAMN it's actually the guy behind it! Been watching that mod for years! Well I must admit my creations lack a lot of the flair of some of the talented guys/gals around here, but mostly I aim to pack in as much as possible into the smallest frame I can. Currently working on semi-recreations of some of the Yaodu mod ships from the Homeworld mod. Not releasing them though as they get a bit antsy with copies and so on. Hopefully I'll try my hand at a few of my own creations soon though.
  10. Played it a ton. Was pretty crap at it (better at Shooters, iRacing and Space Sims :D ) but still enjoy a good game of Supcom and Supcom 2. Though it did all start with TA ;) I was wondering if you were in any way related to the dude doing the SupCom 2 RVE mod...
  11. This exactly. Love your Avatar. Thanks, been a while since I've used that one.
  12. Well there is a 25% clipping distance until other sized blocks become involved then it's just whatever works. I personally use it as much as possible for internal work as increased volume is always a good thing, as long as I balance it with enough thrusters and engines :)
  13. For docking just fly under the docking port and you'll have zero problem with the 200m docking limitation...
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