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4) Set your FoV to the minimum (40 degrees) for most of your screenshots. I really only turn it back up when I want a mild fisheye for interior shots. This flattens the perspective a bit and gives a nice telephoto effect.
5) Disable post-processing when you're taking your images. This gets rid of the default radial blur and vignetting around the edge of your screen.
So there's a few tricks I've learned so far:
1) When I take screens I have all graphics settings cranked to maximum. Having those shadows as sharp as possible makes a big difference.
2) Make sure you have your screenshot multiplier turned up. I'm taking screenshots on a 4k monitor with 2x multiplier resulting in 8k screenshots. If I went higher my PC would probably die. I take my absolutely massive screens and downres them in photoshop as smart object layers. In PS there's a byproduct from the downsampling that gives you this really crisp look wherever you have high contrast.
3) I use the background I do for reasons other than my love of Homeworld. That particular orange/purple color palette works really well against the base green color I use on most of my ships. In-game textures are set up to pick up and reflect light from the background so it all sort of plays together.
I usually use it on all of my capital class ships; Keeps them from being easy targets for other players and drones when I leave them in orbit. Enemies can't find a target if it's constantly moving.
I've noticed the newer version even allows for changing altitude and speeds with just a push of a button now. Should make for gradual entry when landing on planets. Great for people like me who use the dangerous re-entry mods; can't tell you how many ships I've burned up on re-entry :P
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1876439809&searchtext=orbit
Might try it instead.
Understandable with the rotors, it's just something I end up doing. Really hope Keen eventually allows us to print everything on a ship, including whats past the rotors.
Here is the link you asked for:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1401338706&searchtext=orbital+autopilot
A few things I noticed on this build is that there isn't a ladder leading to the upper catwalk, there is space for it next to the cryopod; and that this isn't using the lidar script that most of your other ships use (therefor it can't scan or relay any info to your other ships if it spots anything). Not sure if either was intentional.
If you're having trouble finding room for all the program blocks, you could always build a large to small grid rotor and place multiple program blocks on that. I typically end up replacing all of your program blocks into a system like that to save on space since there are some other scripts I like to use too (orbital autopilot for one).
I actually devote as much if not more time to iterating my old stuff as I do to working on new stuff. I recently completely remade the interior of my Tison warship.