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Still working on where we might add the potential Quantum Cores to get the CPU back to fit all the removed turrets
The short answer is sadly no.
This year even a couple carefree hours per week would be a blessing. It's similar to what I've always been saying, but the second point is: totally investing those into the project I love is ideal but would burn me out more than already am. So the Kinnator project is going to be indefinitely postponed. Sorry for not updating the post.
https://imgur.com/b0G9tGh
Alternatively, open Control Panel >> 'Devices' tab >> go to 'Device-Carina' group. The 'Core-Carina' should be on the top of the list. Then check the 'Show on HUD' slider on the upper right corner.
Though I might instead suggest that you put down the capital vessel starter block in the creative mode, then copy the whole base with the selection tool, then click anywhere on the starter block and click 'paste' for the green bounding box to appear, and make it cover all of the starter block before pasting it. As far as I've tested, replacing the core won't reclassify the structure.
Was wanting to switch it out with a Capital Class Core and turn it into a mobile base port instead of stationary. Limited to space use only though.
I don't know how the CPU thing works in this game.
You might notice the larger structure behind. That's my indefinitely postponed, 500m long Port Tiphereth. From what I've learned from building the battleship, this project is going to be 600hr+ to be up to other blueprints' standard, and I've already decided that my patience cannot keep up with that. So, unfortunately, anything larger than Argo Navis is unlikely.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1737608799
Or if you prefer it DIY way, then I can guide on it in general.
> At least 1.5 size class value reduction is required, so removing or substituting glass blocks and round blocks with low polygon count ones can help quite nicely.
> Removing a middle drydock ring can reduce the number by 0.72 IIRC, though this'll obviously give it a more hollowed look.
> Since the last update, grow lights' luminosity gets buffed significantly, so some lights in the greenhouse can also be removed, each reduces by 0.02.
> The small prop on each cannon turret's corner can also be removed.
More reduction may require some remodeling/cutting off where you find it acceptable, and it'll be quite a work.
Currently (and going to be for the sister port as well) the "easiest" way to make rooms for more turrets without editing block-by-block is using N KEY MENU, check the SELECTION checkbox, and click on the gunship to start selecting and copy/paste them to any position (and swap the turret type if needed be.) If you don't find this method too awkward then I recommend it for placing more heavy turrets too.
I'll see if I can add more guns in this version too. There'll be extra cost, but I'm sure not so much compared to the old numbers.
I'm afraid I can't help much about the Custom switches, however, if it can turn itself off (which is not supposed to, because none of the related devices have any automatic signals.)
The custom switch acts as the ON/OFF switch/light for any amount of Device Group (in the Device Tab) shortcut-ed to the switch. If a switch starting with "Gunship..." is OFF, then the corresponding turret group is also offline.
I hope this can answer your question and apologize if there's something that I missed.
@crocodile Having been playing with the modular base concept lately, I see some possibility to create an extendable drydock ring using the N key menu. Judging by many pending projects and my progressively less time, however, it'd be a very long for Argo Navis' larger sister port.
@JDaremo Fireheart Quite embarassing to say but my PC's performance (and time) is (and probably would still be) not really great. Though I will try to learn about making videos in the mean time.
About how modules work: Essentially they're assigned workspaces filled with the usual in-game devices/blocks that can be interacted with (manually or thru P button menu or Logistics for fuel/O2,) like in other workshop blueprints. Entrances can be noticed in the 8th picture (upper-mid luminescence) and the 9th (stairways sticking out of the landing pad near Module Puppis. Please see the signs for which module you're entering.
With the Modules, it may be best if you made a video showing it off and how it works.
Great design!
> Replace old ramp with the compatible one. Red-out blueprint problem should be fixed now.
> Texture some CE.
AFAIK, A9.1 has little to do with BA blueprints (unlike probably thousands of SV/HV affected by the solution to the cockpit exploit smh.) Please correct me if I'm wrong.
[list][*]For drydock function, please land your vessel above the repair bay on the landing pad, marked with its green luminescence. The vessel's block above the bay block must not be further than 8m away (see the last preview figure). The repair console is located in the Module Canopus.
[*]For control panel slider:
[list][*] "ArtificialGravity" controls the gravity generators on both ends. Switching this off can save 200MPU.
[*] "Ventilator" refers to all 4 ventilators across the board. Switching this off can save 80MPU.
[*] "GunshipAA" controls 8 cannons and 2 laser turrets with no blindspot. Similarly, "GunshipMissile" controls 10 rocket turrets, and "GunshipHeavyOrd" controls 8 plasma turrets and 2 artillery turrets.[/list][/list]