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One tip: add your self some direction hints, it's easy to get lost ^^
The Augar-Class Supply Ship is now on the workshop as well as the supply crates that dock to it
@LadyRayneCloud
Feedback is always valuable! and if something needs improving, it needs improving!
Looks great
Its working on my end, I'm guessing you must be on a server where they have must have clear thrusters enabled, Is it all side thrusters? or just the ones on the external side auxiliary thrusters? I don't think it will be to much of a major design change for me to adjust them if is them
@vjantos
The smaller mining ship is now up on the workshop, still working on the larger carrier one, but its progressing well just mostly interior left to do on it here is a screenshot to get an idea of what it looks like and how it will work
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2141459505
Again, awesome job.
In addition to this you also have game graphic settings to take into account, such as shadows quality setting (which I'm curious what yours is set too) which also effect the overall lighting levels, and lights having a lesser effect on material colours that are darker.
To help combat this I make my ships use a standard interior colour palette and group the lights together so its fairly easy to customise.
But saying all that, after I finish a few more of my planned designs I'll take another pass at adjusting the interior lighting and adjusting the interior colour palette I use across the board for my current set of ships and buildings.
I might also try and breakdown the light grouping further into their different strengths levels so its a bit more easier to customise.
But generally, doing lighting is quite a hard thing to do well in Empyrion due to several reasons:
1. You can't always place lights where you want them.
2. Bleed though effect from different floor levels and adjacent rooms.
3. Limited and non-customisable light colour palette.
4. What appears to be a standard material roughness level leading to hard light reflections.
So what you end up with is either sections of the ship that are too dark, or if you try and fix that sections of the ship that are too light. (and then you work on another level of the ship and it effects the other ones).
Your lighting is way to strong. I've had to cut back all of the lights in most, if not all, of the creations. Taking intensity down to 1 and range down to 10-15m. Otherwise it like really hurts my eyes. I'm also not sure if you need as many lights as you're using. That and trying other colors can help as well, such as darker blues, reds and oranges.
Thanks! The compliment is appreciated!
@vjsantos
How small were you thinking? As I plan for the small mining CVs that dock to the larger ship to be fully standalone ships in of themselves
But hey, we will take it :)
Cheers
Thanks!
@vjsantos
No I didn't, but I do now :p
A mining ship would actually fit well with a concept design that I've had for quite awhile which is to have a large CV that acts as a main base (a material processing CV in this case) that carries smaller CV (and in this case a mining ships that would go to asteroids and land on planets)
I've already started building it and tested the design concept docking and it seems to be working well and consistently so expect to see it in the near future!
Something heavy miner, jump and carrying your miner hv (that we have been using extensivly, good thing they are sturdy) .
Again, awesome designs, keep them coming.
thanks! Your encouragement is appreciated!
@vjsantos
Thanks also! And good to hear my designs are being put to good use! I hope they are serving you well!
And you will be happy to know that I have another ground vehicle in the works and a mining station that is designed to be deployable from the Scimitar-Class, they should hopefully be up tomorrow if I can find the time otherwise in the next few days.
Cheers, keep them coming.