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I love it
*pet's the 3.0 and goes back to work*
In this piscture the concept is clearly seen as you can see the deflector is not illuminating any blocks around it. The light there is ambient light from the background.
a pic of what ive done witht he nacells and the main impulse engine. along with some color change on the ship's spine
https://pbs.twimg.com/media/CJ2HEnCWgAAWS9l.png:large
As a bit of a bonus i reimplemented Saucer Separation and am currently trying to figure out a nice pressurized corridor to connect both sections. Looks nothing like on the canon design but it seems to work which is always nice. Crew Quarters shouldn't be much of a problem with the now-finalized quarter blueprints.
A second idea would be to use the square-shaped LCD panels. It looks nice when you get the right angle and saves on space, but i found some weird display-problems with them.
Which explains why the freezing starts happening a few decks in - because every room needs a connecting for Air Vents. I have now started a new interior design attempt (the FOURTH one at this point) where i basically pressurize rooms with armor-block tunnels. Works remarkably well in terms of performance though it takes a while to fill the room with oxygen (and i haven't built too many rooms yet but when i first ripped the Conveyors out of the ship via SE Toolbox the FPS and UPS skyrocketed like silly). I have a fairly good feeling about this try.
DX11 runs even worse. Guess that's been that for interior design. Who want's an empty Nebula? Because empty shells are apparently all this game's good for these days.
May work on empty ships for a while but frankly - releasing empty hulls isn't what i play SE for, that was more or less just planned as a teaser.
(no idea if it ever will, either. Probably a bit of a pipe dream, but it's still early days.)
Working on a "budget"-version right now to keep performance and deck count as low as possible.