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Garion Special Operations "Anubis" EC MK-1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=573772127&searchtext=G.S.O.+Anubis
I did design the ship with no weaponry, but one of the reasons for an external conveyor network is to allow for the easy modification of the ship to support weapons. Well, that and the amount of space I save by not making them internal. ;)
If you decide you want to so how fast this ship can accelerate, try this: Turn on the gravity drive, and give her full forward thrust. She is pretty darn quick when she needs to be. I did limit the number of gyros to a reasonable amount on purpose, mainly because I think a ship of that size should feel like a ship of that size whilst turning.
Now lastly, and this is an undocumented feature not of the ship but of its designer. Yes I'm female and I am looking forward to designing a ship worthy of one of your future reviews. :)
Phew, I am done talking. Really.
The drive nacelles each have access doors for maintenance of some of the systems in them. They each have a backup reactor, the gravity drive assemblies and a gyro.
If you go back to the bridge, each station is meant for a specific job function on the ship (i.e. pilot/copilot, command, etc.) so the ship is meant to be effective with a crew of six (one for each cryo pod and station). Under the yellow plank is an emergency access hatch for the bridge crew for emergency egress where the antenna assemblies are.
Now, if you head back to the engineering room (the one that overlooks the hangar), you'll be able to see that all of the displays showing ship function are meant to be readable from that area. With the use of MMaster's damage script, the engineer can also see a full listing of any damaged non armour blocks from that room.
Almost done prattling on, really!
1000 characters, really???
Since I'm limited in characters read on...
Hope you like this :)
If anyone has any ideas, please let me know. I would really appreciate it.
Thanks Illuminati for the heads up. :)
I set it on public now...my bad
Hey,
I finally got something done:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=518359363
Hope you like it, cause I'm not happy yet.
I was also working on a Version with two hangar bays but I didnt like it.
However thanks for sharing!
(Oh and there is only 1 Picture of the modded one cause my internet sucks :/)
Fly save!
Ryda
In reality, I was a bit more organic with the design than having a concept in mind. I had designed the engine pods first for another design and wound up attaching it to this one when I knew I wanted something with good acceleration and not a crap tonne of thrusters. This ship grew section by section from the cockpit backward with only the idea that I would fit as much into as little space as possible. (I love ships with tight quarters for some weird reason)
Anyways, mod away and show me what you come up with! I love seeing where people can take one of my concepts.
Oh and watch for some drones to complement the ship soon.:)
The primary reason I didn't put a rotating mast on the Orinocco was that I had always thought it was neat that the Space Shuttle would roll to cool off whilst in orbit; so since this is still a relatively compact ship, I thought it would be interesting to make players have to roll the ship for a slightly different reason as part of it's normal operation.
I am needing something like it to allow me to control bulkheads without the need for groups but I also need to be able to divid the workload between more than 1 PB so it can have 1 PB for each deck of my ship (it is very complex and a bit larger than I expected).
There is no need to take ownership but if you do, then you will want to recompile the scripts in all three programmable blocks before they will operate again.
Though, from what I've seen of Star Citizen, I would love to play that game.
Though, you forgot to mention how fast she is. Like certain other ships, she'll do .5 past light speed. :P
Great job, can't wait to see more of your work