Empyrion - Galactic Survival

Empyrion - Galactic Survival

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8MCb Gaia - 8 module Helios-Style Carrier (T4CV, Size 30, for Vanilla)
   
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Blueprint: Capital Vessel
Custom: Airtight
Tags: Blueprint
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30 Dec, 2022 @ 12:48pm
12 Jun, 2023 @ 11:57am
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8MCb Gaia - 8 module Helios-Style Carrier (T4CV, Size 30, for Vanilla)

In 1 collection by poetryofstrings
Survival Carrier Collection - Kurma/Gaia/Helios Compatible Modules, etc.
20 items
Description
The Captain's mind drifted back from a daydream of a combat command. The short bridge officer with the irritating voice approached. His least favorite part of the day: daily reports.

"Captain, the next batch colonists has arrived."

The captain made a grunting noise indicating he heard the officer.

"They did so much better than most have recently, but the Magus they were piloting wasn't well equipped."

"Well, at least they made it." The captain said curtly attempting to end the conversation.

"But, Sir, I have a long list of requests from the container captains. All seven have come down with some sort of fungus, or something."

The captain's mind drifted as the report turned to personal fungus. He listened to the docking latches of the eighth cargo module, a second dropship, resounding through the hardened steel hull of the Gaia.

"...And so they were hoping to have their feet looked at in one of the medical wards." continued the officer.

The captain waved his hand and nodded his head, and breathed a sigh of relief as the officer walked away. They were almost away. Almost ready to begin the voyage. The Captain's younger brother had gotten the enviable assignment to the Tridia and had already scouted and charted the course, and now, it was his turn. At last, his to tame and explore the frontier.

-={|]=- *|* -={|]=- *|* -={|]=- *|* -={|]=- *|* -={|]=- *|* -={|]=- *|* -={|]=-

The Novacorp 8MCb Gaia Carrier is an 8 module carrier. It can hold 6 Standard Helios modules, 4 small modules, and 2 dropships. It was designed for my co-op server, which tends to prefer RP aspects and immersion. Because of the audience, this has been equipped with a large amount of amenities, both practical and decorative. The Gaia boasts a landing deck larger than the MCRN Leviathan, and similar maneuverability to the Helios. Besides a restaurant, gym, pool/lazy river, and several lounges and apartments, there are a large number of practical amenities:

- 320k and 151k Container controllers
- 320k Ammo controller
- 320k Harvest controller
- 3x full medical suites with first-aid stations scattered throughout
- Large boarding ramp for HV deployment
- Dedicated elevator for separate modular control tower CV (See required items)
- Several small internal landing pads
- Multiple Bridge locations and a central teleporter very close to the central bridge, cockpit, medical suite, etc.

The internal hangar corridor is wide enough for jrandall's Phalanx Siege tank, so it is relatively roomy. There is decent internal storage space for vehicles, but most would need to be on the flight deck.

Another shameless plug: The final photo is a size comparison with a number of ships including a Xeno-hulled carrier I'm experimenting with. So far it has better armor, better CPU and better maneuverability, so that one may be in the future.

Vanilla Stats:
Roll 69, Pitch 28, Yaw 24.
- 9.2/10mil CPU
- 358,800 Fuel Capacity
- 86,000 O2 Capacity

Link to the RE Version:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2909904055

But this is the much more practical RE Carrier I built, Kurma:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3006865194

***The RE Thruster capability make a 4 gravity planet impossible with the hardened steel hull. You will need some kind of heavy lifter module.***

Credit where credit is due:
- Thanks to JRandall for the modular carrier idea, though perhaps not his original idea, the Helios is the first and still the best I've found.
- Thanks to Sulusdacor for the floating engine pod design from his A10 Grimson Carrier
12 Comments
poetryofstrings  [author] 31 Jul, 2023 @ 7:05pm 
For those interested, I just completed an RE carbon carrier that performs much better. I hated to leave the Gaia behind because I put a lot of time into her. But I'm happy with the replacement, and there are certainly ways I like the new one better. It's certainly more practical.

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.
Jᴧgᴧ 25 Jan, 2023 @ 8:34pm 
I don't think I'd risk landing a carrier on a 4g+ planet, just not common sense to try it. :gopher: Personally I'd rather have some headroom and space to expand, with lower cost-of-entry material requirements. But I haven't flown her yet, so will let you know after some time using her.
poetryofstrings  [author] 25 Jan, 2023 @ 8:31pm 
They do, and I had intended to use that, but I kept running out of CPU. For a high-end build with quantum extenders, etc. it could probably get to where you could maneuver much better and also lift off a 4g planet. I did my best to at least save space for expansion, but I'm willing to give it another go.
Jᴧgᴧ 25 Jan, 2023 @ 8:18pm 
I was looking at it in creative mode tonight (the Vanilla version). The thruster pods have an unused forward/rear face on each that could use some building out with more engines if space is at a premium. Didn't look too hard at vertical thrust positions though. Will check out the RE version since my game can support one now. :steamthumbsup:
poetryofstrings  [author] 25 Jan, 2023 @ 6:48pm 
The RE Version is out. Still not 100% satisfied because of how slow it is, but it still performs reasonably well.
Jᴧgᴧ 17 Jan, 2023 @ 8:23am 
:steamthumbsup: Thank you both for the info & feedback. I'll be patient for now and simply give you time to work on the RE build poetry, since that's what I'm playing as well.
poetryofstrings  [author] 16 Jan, 2023 @ 8:20pm 
On a rough calculation, looks like the vanilla model currently idles for about 4 days. That's with thrusters, shield and turrets inactive, so you'd want to find a safe spot to log off if you're out more than a few days.

I'll try running it single player this week and see how it does.
poetryofstrings  [author] 16 Jan, 2023 @ 8:09pm 
Jᴧgᴧ - I have not yet run tests on the survival sustainability for single player, My co-op server has been using it and it doesn't seem to have been a burden in terms of consumption. The major components, thrusters, defenses, and other amenities are relatively similar to the Helios itself. I'll see if I can run the comparison in the next couple days and post the consumption rate in idle and cruising modes.

Aargh Tenna - I am still experimenting with the solar build in RE, I'm not happy with the maneuverability of either the Helios RE or this carrier as it's currently built. The RE build has been more problematic (which is frustrating because that's normally what I play on.)

I'm working on some modules to deal with the lack of combat capability. I am usually drawn to the Spearhaed module, so I'm doing my own take on that one. But I'll Keep plugging on this carrier.
Aargh Tenna 15 Jan, 2023 @ 6:16pm 
normal Helios with max solar in RE idle fuel consumption is negative. That is sort of the whole point of modular build. Oxygen - do not know, but never had problem in normal Helios, changes maybe by 1% during a week of RL (if stationary).
Jᴧgᴧ 14 Jan, 2023 @ 8:09pm 
Out of curiosity, is this blueprint (in your opinion) sustainable in a Single Player game? From the standpoint of energy/oxygen requirements, could a solo player keep the CV running without spending most of their time hunting down promethium?

I suspect due to it's size and the solar panel limits (even for a RE build), that it's idle consumption would be quite large. Haven't spawned it in creative though, so it's simply a guess.