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Found this gem a few months ago, now traveling around loaded with 6 modules, 5-6 CV's and a bunch of SV's.
For that i had to stretch it a bit to 106x200x18m, but also keep the design.
All plasma turbines integrated, all but one last adv. plasma turbine, can't find any room for it without ruining the design.
Want to keep it for longer and make further upgrades (last turbine, quantum cpu extender's), but running out of room...
I also really like the way the modules are docked at an angle, it's really cool.
Of the shortcomings that I noticed, I don't like how the entrance to the room with the teleport is made, I get lost in it every time. And it would be great to be able to get into the modules from the outside, as it is done in the modules from Ente, and to have wider and more convenient force fields at the entrances to the modules from Astra instead of doors, so that from the corridor you can see which module is docked where.
Well, then just my wishes, I'll just leave it here: I want to be able to dock another module, and for it to be a mining module for mining Pentaxide and ice on a long journey.
1) How do you "dock" with precision on a design like this? I feel like I'm doing great and am being patient if I manage to get a ship landed within a large block in each direction of where I wanted it, using V liberally and tapping thrusters. (Part of the problem is that tapping the movement key gives somewhat random amounts of thrust. I've noticed that RE2 is much laggier than vanilla.)
2) Does RE2 muck with teleporter power usage timing in SP? I've been using a motion detector to only turn on the teleporter while I'm standing on it in vanilla, and it has been working fine. The sequence of events when you teleport out turns the TP off before unloading the map. The hit-switch-and-delay thing seems much more complicated.
I really enjoyed dropping the starter module as my first CV and working my way to the carrier -> mining module as a progression path.