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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1628699796
Improvements include retractable turrets, and a 100% climate-controlled garden.
The updates to this model (as stated below) keep the original design mostly intact.
* Fixed broken EcoMode
* Swapped in A9 loading boarding ramps in lieu of existing ramp+shutter system
* Removed a cargo box and added A9 wireless module.
* Added P Menu control to turn off proximity-automatic ramps.
* Minor cosmetic changes.
It's always been this way. You can grow just fine in the 8 spots available.
Aside from the clearly marked engine room, there's no other hot or rad spots :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1532225680
Quaint little build, good job !
I liked it so much that i made acustom version, you can chek it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1485397471
Thank you again for this great ship! keep up the good job
The game already has a thruster toggle switch.
I don't think 1 or 2 small and medium in every directions is overkill. It gets a lot heavier as you find the materials in game to upgrade the armor.
Your other concerns are only solved by making the ship larger, or an unaesthetic brick.
The economic setting saves quit a bit of fuel. I love it, and fly with it on most the time. When I'm nearing danger I can turn on the extra thrust, to escape and dodge.
Check out the Acari if you want a less-powerful ship, optimized for cheap resources, and intended as your first CV without having to leave the system on a warp SV first.
I intended this ship as a solo+coop replacement to a warp-drive SV, and so the resource cost is a little more than the Acari since you can leave the system and get resources.
In any case, customize away! Your opinions are a bit different than mine, but that's ok. Make this ship your own with the suggestions you made. I'd love to see it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1483197072
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1483197033
1) You do not need an "economic" setting with this ship; that's for much larger vessels. Replace all thusters with smalls, use extra space to place additional side thrusters. Peformance remains adequate, fuel economy improves.
2) relocate either grow plots or high temp/rad equipment.
3) adjust location of Lft side T2 RCS to modify reverse thrust and allow for rotation of warp drive relocate rear gear out one space (which can reduce hangar radiation, but not eliminate it).
4) combine logical systems to common triggers. All thrusters & Rcs on one, move generator to share a spot with core and cockpit accessories. Combine O2 resources under 1 trigger.
5) not much you can do with weak 1/2 blocks, except hope you don't set down hard on the wrong planet or get caught on the ground by drones/planetary patrol vessel.
1) The back grow plots are subject to intense heat/radiation.
2) Thusters are not combined under one trigger (or 2, if you want to have an economic setting).
3) Location of the warp drive radiates 1 side of the hangar bay.
4) Ship is over-powered to an unnecessary degree (particularly down thrust) for its size (i.e., you have warship performance on what certainly isn't a combat vessel).
5) 1/2 blocks offer only 1/2 protection of regular blocks; some aspects of the ship are very fragile.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1480678633
I too really like the cut-away that you provided, I wish more people did that.
@Hanrok: I made the push about 11 hours ago, you can see it in Change Notes (the entry shows up when I push, then I click edit to add text). I just tried spawning it from F2 and it's up to date. Maybe Empyrion needs a chance to sync first?
Its not a big deal for me since I don't intend to use the grow beds in that ship anyway, just thought I'd say.
The back 3 grow plots are still a little warm, but this has no effect on growing. It's a great place to grow your chili peppers :)
Changelog:
- Moved small downward thrusters several blocks forward (ammo room, med bay). This makes the garden a little less hot (it's still warm in the back, but at least you can access the food processor now without issue).
- Textured the bathroom and living quarters.
- Moved the repair station forward, and the deco console placeholder for repair bay console was moved.
@Skulklife: Clone chamber is redundant once you have a medic station (thanks, Lee)
@Hanrok: There's 2 medium down, 2 small down, and 4 small up (thrust facing, not movement direction). This means there's quite a bit more power to take off when EcoMode is off. Check the stats screenshot to see what I'm talking about (it's the last one).
@Queek: It's a little odd, but no, the temperatures don't matter unless you're directly adjacent to a thruster. Being kitty cornered has no effect despite the heat (for growing mushrooms, anyway).
Again, thank you everyone for the positive comments, subscriptions, and upvotes! I'm really grateful.
@Paganizer: Do a search for Heavy Windows in the creative "H" menu. They're new for alpha 7 or 8 (I can't remember when)
@Alex: Post away! I deliberately left off guns, kept a standard grey + white paintjob, etc, so that people can make it their own. Don't forgot about "Save Template" from the P menu (it only shows in the bottom left corner when you've changed a block in game). The first thing I do is remove a couple steel blocks from the wing walkways and replace with a mining laser. Then Save Template.