Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'll see if I can get you an upgrade list and put one in the carrier somewhere for a future update.
I typically use black carbon blocks with colored lights on the edges to fill the basic shapes of the upgrades, and use green lighting for shields and cyan for fuel and generators. The CPU upgrades all go in the server channel that runs along the floor of the main hangar corridor. Thruster spots I usually use shutter doors and windows to mark future expansion, but I'll double-check it. Hope that helps.
I just finished a similar, size-5 version, it can carry a dropship and two mini modules, I'll probably make one similar to the Aroura Carrier eventually, but this has some great options for a little carrier. Enjoy!
Here's the link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3035216046
T2 version - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3018949538
Lv. 7 - Super stripped version - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3022495724
Here's the link to the new Kurma Carrier, in case you haven't found it:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3006865194
It's got a similar style, but has 22 pitch and 22 yaw and is half again as big with room for all the shield upgrades.
After playing for a while with this ship, I decided it needs a dedicated place for more shield upgrades. I might also move some of the fuel storage in the engine pods over so there's more room for thruster expansion.
I may also find a better place for the solar panels, but not 100% sure I want to change them.
And while you didn't truly need to remove the aux core requirements, it just widens your potential download audience by offering a ship that can be flown without them, and upgraded as their games progress. I always try to make ships/bases minimal as blueprints, but give upgrade space/paths for that reason.
She's looking much better now though, will be great with upgrade labels and so on.
Clearly noting that a ship requires upgrades after building to be usable is a pretty important inclusion for anything on the workshop.
Additionally, I found that it had ALL the shield upgrades installed. The text I quoted infers more can be added. I know he felt rushed building a RE version, so I assumed it was oversight on his part. If it does in fact require aux cores/etc, the description should probably reflect all those things clearly.
As it stands, if the above is assumed correctly, I won't be able to use the ship in my game.
The ship, as posted on the workshop and when spawned into a game using CPU limits On, is unusable. There is 1,650,000 CPU available as the ship is configured, and 3,972,078 is consumed by devices/blocks. When powered on the ship is at 10% efficiency, and not flyable.
Not trying to downplay my enthusiasm for the ship - I was really looking forward to it. But as it is, it is broken. Hopefully you can fix the problem and update the blueprint.