Empyrion - Galactic Survival

Empyrion - Galactic Survival

[LEGACY] -Kydex- Tactical Recon
62 Comments
XCaliber  [author] 14 Dec, 2020 @ 9:33am 
Hey Doc, wasn't intentional. missed the comment completely. Check out the Re Work and it looks great! Glad the Original Inspired you to build it to your liking. That's what makes this game so great ;)
Doc 12 Jul, 2020 @ 5:51pm 
Greetings, I saw this Ship on the Workshop and decided to do a rework of it.
I hope you like the Modifications I have Made for a "New" Kaydex-D CV
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2164298716

:steamhappy:
XCaliber  [author] 24 Jan, 2019 @ 11:53am 
Thanks Nimbo! Working on more for sure
Nimbostratus 23 Jan, 2019 @ 6:49pm 
Xcaliber, First let me thank you for your great designs love them, second, I did a remake of this ship for 9.0 if you do not mind: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1633501356 .

again thank you for your great designs love them.

P.S. hope you make some more size 3-5 CV's you have a great talent for making useful but small sized CV's.


XCaliber  [author] 18 Sep, 2018 @ 6:06am 
Thanks Lee! Hope it serves well
Alastria 18 Sep, 2018 @ 12:28am 
Ah I see my new CV :) Really love this design and the interior layout. Thanks for sharing!
arazu 15 Sep, 2018 @ 4:21am 
I didn't realize that would happen. I'm glad you have a copy of it.
XCaliber  [author] 14 Sep, 2018 @ 8:43pm 
Thanks arazu. I have a copy, but it would mean re uploading it and anyone who has this upload would lose it

I figured I'd do a MkII at some point
arazu 14 Sep, 2018 @ 8:26pm 
This ship is prefect. I love it.

Concerning the corrupted BP; would it help if I spawned one, saved a new BP, and uploaded the .epb file for you?
XCaliber  [author] 13 Sep, 2018 @ 4:33am 
Hey Sing! Some great feedback! Unfortunetly My Blueprint for this got corrupted and I can't revise the build anymore :( The Doors were an oversight I've wanted to correct. As for the Circuitry. The only function I intended for the Access Signal Toggle was to quickly open and close the hanger door when you come out of warp and it does that annoying auto open thing that CV's do. It's never meant to remain on. I agree as well the -Whetstone- Dry Dock is a really tight fit. It's a hole in my collection I've been planning to fill with a good end game base that has a bigger CV Pad.

I really wish I could give this the extractable turrets as well , as while I find them purely cosmetic with exception to the multi and drill turrets, it would fit this ship very nicely. Thanks Again for the great feedback. I'd love to know wehat you think of some of my newer stuff and if I overlooked anything.
SingABrightSong 13 Sep, 2018 @ 4:31am 
A fourth observation: The hangar ramp often extends late into the approach of the Gun Blade, leading to the HV being pinned under it, and the subsequent collision spazz.
SingABrightSong 12 Sep, 2018 @ 11:54pm 
Just built this in my latest Coop game, and I have a few items to bring up, if you don't mind.

1. There are two grow plots which are blocked by automatic doors. The doors in question are more or less extraneouos so this is easily rectified by removing them.
2. As with all of your ships, your door circuits are set up with XOR gates. which leads to the rather amusing behavior where, if the "Access" switches are ON, the doors slam closed as you approach. This can be corrected by redoing the circuits to utilize OR gates, though this is a bit more finicky.
3. What sort of base do you use to repair it? The "-Whet Stone- Dry Dock" base you provide has the titular dry dock, but it's something of a tight fit, to the point that the base itself counts as an obstacle to the Repair Console.
XCaliber  [author] 1 Jul, 2018 @ 3:18pm 
Ahh cool thanks for update kfiern!
kfiern 1 Jul, 2018 @ 3:17pm 
There were no heat/rad issues prior to going to orbit so I loaded a prior game save and low and behold no heat/rad issues when I went into orbit! :steamhappy:

Must be a bug - nothing to do with your build - yay!
XCaliber  [author] 1 Jul, 2018 @ 2:42pm 
Just spawned one and confirmed its a cool 71degrees throughout the entire small cargo and constructor area. Also theo2 Issue is a known oversight. Unfortunately I can no longer revise the Bp as my file got corrupted for this :(
XCaliber  [author] 1 Jul, 2018 @ 2:38pm 
This was an issue a previous Sub had a while back. It was anomally for him as when he spawned another one it was fine. Not sure why this happens

I spawned afresh one mysself and never had the issue

Ill check again, but please spawn a fresh in creative and tell me if it does it for you
kfiern 1 Jul, 2018 @ 2:29pm 
Great ship, but here's a heat/radiation problem in the small SV docking area.... I'm trying to figure out how to address that.
Also, had to remove the block behind the captains chair in order to have O2.
XCaliber  [author] 4 Jun, 2018 @ 3:57pm 
lol Your Welcome
Ivellios 4 Jun, 2018 @ 3:52pm 
Thank for putting a little descriptor for your BPs, to be visible in the F2 menu.

Helps out in those, "So, what was this ship for again?" moments.
XCaliber  [author] 1 Jun, 2018 @ 10:06pm 
Cool! Lemme know how it goes
Ivellios 1 Jun, 2018 @ 9:57pm 
Just gotta double check to make sure I'm on Alpha 8, then going to check your builds out. I think I'm going to enjoy them ingame.
XCaliber  [author] 1 Jun, 2018 @ 9:50pm 
Thanks! I believe strongly in SV Cargo VS CV Cargo. It's just more efficient in my opinion...Made the Cargo PUP specifically to fit in there and in -Scabbard- Cargo area :)
Ivellios 1 Jun, 2018 @ 9:47pm 
I don't know why, but I really like the PUP/Cargo hangar access. (especially as viewed in the video.)

Looks good all around, just that part stuck out as extra cool.
XCaliber  [author] 19 May, 2018 @ 3:30pm 
Awesome thanks SIMsenetty!
Simsenetty 19 May, 2018 @ 3:27pm 
Your ship is just great, I love it. Alright, I'll test version 8. Only because of your ship, because I want it :)
XCaliber  [author] 19 May, 2018 @ 3:24pm 
Ahh the -Kydex- has been revised for 8.0 unfortunatly as indicated in the main picture. Recommend joining us in 8.0 its pretty stable and has allot of great new gameplay! Friend me if you need any help :)
Simsenetty 19 May, 2018 @ 3:21pm 
No, ich play with 7.6.1...
XCaliber  [author] 19 May, 2018 @ 3:18pm 
Are you running v8.0?
Simsenetty 19 May, 2018 @ 3:13pm 
I can not build the spaceship, get an error message.An internal error has occurred, I get this message. Please help me. It's a super Ship and i want it.
XCaliber  [author] 15 May, 2018 @ 11:55am 
Ahh wow okay yeah def post that
Gene R 12 May, 2018 @ 6:10pm 
UPD: Seems to be a game bug. I was in space, near a planet and a freighter I've been salvaging. I went to the cockpit and held "O", the ship turned upside down and all the heat was gone. Will post about it in the Experimental thread.
XCaliber  [author] 12 May, 2018 @ 1:54pm 
Ahh okay good. Was worried. Thanks for sharing regardless. Glad you got it sorted
Gene R 12 May, 2018 @ 1:53pm 
Spawned an instance of your ship in Creation mode. No heat seepage found. Spawned another instance of the ship that I modified - also no seepage. Weird. Seems to be something either with my game or the specific ship. Sorry to bother you.
XCaliber  [author] 12 May, 2018 @ 11:57am 
Hey Tomata, What exactly are you referring to?
Tumata_Grey 12 May, 2018 @ 11:36am 
Nice ship crappy lay out if on world dont even think about spawning in this bad boy.:steamfacepalm:
XCaliber  [author] 12 May, 2018 @ 9:33am 
I'm in 8 as well. Im not getting any heat from those components. I'm wondering if an extra floor block under the fuel tanks you added might have been removed exposing the under bay where the warp drive is...
Gene R 12 May, 2018 @ 9:22am 
Like I said, I removed a couple of constructors on one side, added fuel tanks and walled them up. Down in the hangar I placed around 16 growing plots. Added a ceiling light to the lounge near the bridge, with a motion detector to turn it on and off. That's it.
From what I can see on the on the component list, Warp Drive and Large Generator are the ones that heat up to +70 and +150. I'm playing 8.0 Experimental part IV. If I turn on my jetpack and hover 1 block above the floor, the temperature drops to normal.
XCaliber  [author] 12 May, 2018 @ 9:11am 
Just did a full walk through after spawning a new one from Workshop BP. I get a steady 71 degrees F everywhere in the CV Cargo Bay, Bridge and Constructor Room. I do get up to 95 degrees F if i lean up to the corner where the med bay and constructors meet. Nothing in the numbers you're talking. Was anything added when you built it?
XCaliber  [author] 12 May, 2018 @ 9:01am 
Hey Gene Thanks! Glad it fits your needs. I'll look into the heating issue. I did add the Gravity Generator behind the constructors, yet i don't remember that emitting heat. I'll look at it and get back to you
Gene R 12 May, 2018 @ 6:17am 
Great design! I sacrificed 2 constructors for additional fuel tanks (don't need that many of them), added some more growing plots since there's too much hangar space for my single slip, and am currently using this CV as my mobile base of operations.
One thing bothers me - the empty area near the cockpit (with a hangar door overhead) heats up to 90 Celsius, with 150 in some places.It drops back to 22 near the constructors. Still, that's a lot. What could be heating it so much?
XCaliber  [author] 24 Apr, 2018 @ 8:40pm 
Hey Beeblebrox! I do plan on building a viable SV Cargo ship within the coming week. I find that allot of my excusions tend to be collecting my autominers on different outlying planets, So I would dock in space and take a small SV like my -Last Ditch- planet side to collect. When I return I can dock in the SV Cargo area and unload directly to the Constructors. A bit of convienence. This hanger also servers as a rapid response for a Gunner or retreat route for the Pilot if fell under attack. Hope that makes sense :)

-Last Ditch- https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1368032820
Sigma Cypher 24 Apr, 2018 @ 7:32pm 
Wow. The production room arrangement is brilliant the steam-punk decor around the exit to the main hangar is ... inspired. This is an ideal to strive for and no mistake. It even fits the over-the-top bruiser at the end of the MERC line. I also love the raised beds in the hangar and the recessed fridges there.
I don't quite understand the purpose of the SV Cargo drop hangar. Do you have a ship in your Blade collection that is intended to go here? Do you mostly scoot around in a mining HV like me or do you have a ship that just collects autominer loot that fits in this slot?
XCaliber  [author] 24 Apr, 2018 @ 8:39am 
Ahh okay understood. I guess its a bit situational as to if you tend to utilize the CV in more planetary mission or if you leave them in space. As you did, the User can customize totheir liking. Great insight though thanks so much!
Commbain 24 Apr, 2018 @ 8:17am 
Thanks for the answer!
I'm very glad if my comment will help you in your work.
I myself do not have the imagination to create projects and patience to "twist the blocks", so I use ready-made assemblies.
Yours, uncontrollably, are the best of all that I have seen.
I did not see such quality and thoroughness in details!
About the turrets.
I meant that the turrets originally installed on your project - they are all designed to work exclusively in space and can not be used in the atmosphere of the planets.
For the planetary defense of Capital Vesel, only a 15-mm machine gun turret and a 30-mm large-caliber turret are intended.
Maybe I'm wrong, but in the game, build 7.6.1.1466 is only possible so.
Autonomous Turrets in the atmosphere do not work at all, and any attempt to use independently, for example, a rocket launcher or anti-aircraft turret, leads to the appearance of a message: "this weapon can only be used in space."
Thanks again.
I'm sorry if I'm too annoying :)
XCaliber  [author] 24 Apr, 2018 @ 5:26am 
Thanks Commbain. The Turrets installed should defend you on any planetary landing. Not sure what you meant. There's a considerable arament of weapons on this ship both fixed and standalone.

As for the Mining and Multi turret, I opt'd for the seclusion under the ship for esthetics and also protection. I assumed most use night vision in low light circumstances, as this ship is more of an end game unlock. I find lighting a challenge in virtually all situations in this game. I usually just dock above what i need to salvage or mine and go to town.

I'm glad you were able to make the nessesary upgrades and improve it to your needs.

Thanks for the comments and support. You guys help me to consider these challenges in my future builds. :)
Commbain 23 Apr, 2018 @ 11:56pm 
I apologize for the translation, English is not my native language.
A wonderful ship - powerful, functional, easily manageable.
Excellent design, carefully worked out all the details - Bravo!
I liked it very much!
I found two things that you might consider appropriate to add to the project:
- planetary armament (when landing on the planet the ship is defenseless before attacking hostile drones)
- the location of the mining turret and the multi-turret "upside down" in the "pit" is very inconvenient when working with them, as there is not enough spotlight to illuminate the place of work.
I finished my boat, added a 15-mm and 30-mm turret, transferred the mining and multi-turret back to the stern (it's easier to determine the place of the ship relative to the place of extraction or repair), added a couple of spotlights. But I lack your imagination and skill to make it look worthy.
Many thanks for your work !!!
Darla 23 Apr, 2018 @ 6:00am 
Yw, do it :)
XCaliber  [author] 22 Apr, 2018 @ 7:16am 
Great video Darla! I want to add this to the blueprint description.
XCaliber  [author] 21 Apr, 2018 @ 7:17pm 
@Arisaema I wanted to stay as condensed as possible with this build. Therefore I had to forgo a Grow Room. I figure you're bound to have something big parkd in the hanger, If you lose the Door, and they go through whatever sweet ride is parked....Let em have the weeds :)