Yeah they need to go through an optimization phase. Reducing poly count and such. 5 km view range is far more friendly to my pc then the 7 km. And my system is lower spec.
Actually, I think I found the culprit: The Autopilot mod. What sucks is that we need this specific mod to run PvE stuff. I will work on finding a solution.
well now that i locked down that simulation speed issue, i managed to finish the ship sizer i was working on earlier. use this as a fast reference tool to see how your ship sizes up against others. this will be important later when we get to the scenario building. http://steamcommunity.com/sharedfiles/filedetails/?id=479188432
So are those mostly for combat/military ships? My ship ive been calling an escort frigate ive decided is more a fleet tender of some kind. Armament is not crazy (especially if i go to vanilla) but it has 3 hangers 1 is a passenger/supply shuttle with no weapons 2 remote controlled repair drones in hanger right above with forward hanger being for fighters and such. That hanger is 10 or so blocks long. I thinks its destroyer ish in size. I would need to check. But ive decided its less frontline combat ship and more support vessel. Itd need streamlining if we were going to use it. And modifications.
I guess I was under the assumption civilian ships could be any size. Their class would be determined more by their function than size (small or large, a "transport" is still a transport). Seeing as this classification system was intended mostly to help balance combat, yeah... I guess we don't really need one for non-combat ships. If you want to call it a "frigate" or whatever, just use the coorresponding size reference for frigate. Yours would just be a civilian model. Also, for simplification purposes, a frigate and escort frigate will be considered one and the same (frigates almost always play escort anyway). Also, if you are using a lot of hangar space, might be better to call it a light carrier. Traditionally, frigates don't have much in the way of hangar capacity. I made this with the assumption that any ship could be considered a carrier based on its role regardless of size. A "light carrier" is just anything smaller than a standard carrier. Sounds to me like that is what you got. Finally, remember that all dimensions given for large ships are not accounting for weapons/turrets. Ignore them when calculating dimensions.
Im also going off where the actual outer is for ship size not extraneous stuff like armor ramps adding armor and shape basically whether that plate is there or not the ship is the same size.
right, when in doubt, you can manually calculate dimensions. irregular shapes and large gaps can be accounted for this. A ship shaped like a Y-Wing could be be just as long and wide as a rectangle shaped ship, but obviously their volumes would differ greatly. it doesn't have to be exact, just needs to be close.
This is a mod we might want to add to the list, purely for the combat factor. Plus it provides a weapon against Jumping, whilst still being quite visible. http://steamcommunity.com/sharedfiles/filedetails/?id=478423031
Not for us, but definitely worth a mentioning: Cobra R with working radio, car alarm, and other sounds: http://steamcommunity.com/sharedfiles/filedetails/?id=478892951
Working on a large shipyard for our PvP/PvE dedicated server. It uses all vanilla parts except for this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=351311495 The Kodiak welders are necessary to accommodate very large ships. The shipyard features redundant projectors on extendable arms that can be adjusted to fit almost any sized ship (within reason) The Kodiak welders are also linked to sensors that will automatically engage if a damaged ship flies into range. As soon as the repaired ship exits, the sensors will return the welders to standby mode. To help reduce server lag, an alarm sounds whenever the welders are manually turned on; this is to remind players to turn them off when not in use. Equipment for small ship construction has not yet been added , but will be. The end goal is a "Battlezone-in-space" type environment for the server. This Shipyard will allow accelerated manufacturing of almost any blueprint. It will likely also be used as a victory condition in scenarios.
Id work on a rough station but wont be back in town till next week. My worker ship is crazy though can move ships twice its size. And its not large. Might upload it to workshop friends only as a blueprint when i get back. It is mosly vanilla blocks.
Finally updated the Burrock Mining Ship. It is vastly improved now. Grab it here: http://steamcommunity.com/sharedfiles/filedetails/?id=350835098
Back in town and working on the station again. I am trying to keep it smallish. For hanger doors i am using 2 of sektans doors so it ened up being a 6 x 6 opening. So i think some small large ships can fit through. At least the size of the yellow starter ship (maybe? And if so just barely). So either a few small ships or a large ship.
Do you want large ships to fit inside other large ships, though? Seems like its way more efficient to just have those dock with a docking ring.
Well small large ships. Though thatd be a waste putting a large ship in the hanger. I actually want to test darth biomechs docking ring thing supposedly it works now (connectors magnetic pull. Hell he should just make the docking ring a giant connector). Itd be more efficent to just put as many small ships in the hanger as you can.
Well I was thinking more about thruster damage. small ship thrusters won't damage heavy armor on large ships, but large ship on large ship definitely will. Doesn't seem very practical to dock them inside a station if that results in wrecking up the inside in the process.
Well just because one could fit (in theory i havent tried) doesnt mean you should (and that it wouldnt be a bitch to get in their in the first place). and i just remembered how much real estate darth biomechs docking ring takes up. I'll have to research docking rings people have made. also it still seems to be bugged.