BACK IN MY DAYYYYYYY. ALL WE HAD WAS CREATIVE AND BASIC SHIP MOVEMENT. AND WE DIDN'T EVEN HAVE LANDING GEARS /oldmanmode Really once you get into the basic principles, its not too complicated, just fiddly at times.
Yeah like "I want to redesign my hangar layout for the fifteen billionth time". My greatest recommendation with this game: Start small. It can be tempting to want to recreate the Bismark, but such large projects are really hard to finish. A better option is testing and perfecting a small fighter and small miner you can use to take on pirates and asteroids respectively. Once you have that down, move up to a modest sized large ship (think Millennium Falcon-sized). Trickier things like airlocks will require a bit of testing if you choose not to borrow someone else's design. I recommend building test versions of those before trying to fit them on a ship. And if you need to know scale: One small block = 0.5 meters^3 One large block = 2.5 meters^3 My largest project that I've (sort of) finished is my 150m long cruiser (60 large blocks long). It is still dwarfed by many other projects out there, but I seriously discourage anyone from attempting something bigger. After a point, there is no benefit (and quite a few disadvantages) to going larger . Just to underline something: this is definitely one of those games where "you are never... quite... done".
found this blueprint and this looks really nice. Calico Heavy Lander (Vanilla) I'd probably modify it. some ion thrusters so its not completely dependent on hydrogen (at least in space). refinery if there isn't one and if there is space and a way to do it probably a small hanger at the back for a single small ship (a worker grinder/welder ship). I'd definitely try to keep it as original as possible. I'm sticking with the castle though.
I got bored and made a box truck APC tank thing since I couldn't think of a good ship design yesterday. I might make variants after I clean it up a bit. Since I'm not sure how the artificial mass blocks work I kinda piled them in.
You want them spread evenly because if you have more on the left side that side will 'roll' down faster then the right. Same front to back. Placement actually matters depending on center of mass. How much mass they have when on and in a gravitational field i dont know. If where you put them is around the center of mass it might not matter about spread. I dont deal with artificial mass really.
There are like 20 of them or so in a line down the center. Probably way more than I need, but they make a nice glowstrip down the center of the crew compartment.
I'd just shove a large ion motor on the fuselage and do all the manoeuvring thrusters in ion. Keep the Hydro Thrust on the nacelles. Damned solid design though. I really like it
Spent some of my freetime this week (mostly) finishing the Leopard dropship. You can get it for yourself now. Let me know if you find any issues with it: http://steamcommunity.com/sharedfiles/filedetails/?id=548176353 MECHS NOT INCLUDED!
Ill try to break the shit out of it. Maybe tonight but probably tomorrow night. Be awesome if eikester made a larger version of his boarding ramp for vehicle use.
seems good and is easy to get around in and easy to get in for that matter. one thing i've found with most peoples blueprints is they are not easy to find the door to get in the ship. I was confused by the lack of a refinery though if this is supposed to be the starter base for us. Because the Arc furnace only refines iron, nickel, and cobalt. it can't refine everything else (including uranium). but i have no idea where you would put a refinery. only suggestion besides that would be maybe try to make the ramps for the hangers a bit shallower (2 blocks long) so they arn't as steep for vehicles. but thats pretty minor I just have no idea how a wheeled vehicle might handle that angle getting in the ship. leaving is probably no problem.
Great feedback, thanks. Glad to hear you found the interface easy to use (put a lot of time into those timer blocks). At first I was going to add a refinery, but then I thought if I'm staying true to the original, a refinery on a combat dropship would be a bit strange (and yeah, there is no room anyway). I think what I will do is attach a modular (and removable) refinery to one of the connectors in one of the rear mech bays. Technically it will reduce our "onboard" storage capacity, but it's not like that is a real issue. Once we establish a surface base of operations, the refinery could be unloaded to free up space. The alternative would be to just have enough materials stowed that allowed us to build a refinery wherever we land. The ramps were a compromise. I tried the 2 block slants, but it made the bottom of the ship look a bit too wide (compared to the original art). Then again, I've taken some liberties in the sleeker design of the bow... I will try again later with the 2 block slants now that it's mostly finished and see how it looks. EDIT: I always envisioned the refinery being a more stationary object... such as outside a mining area. I did some checking and apparently the Arc Furnace can refine all materials (Iron, Nickel, Cobalt) needed for a refinery except silicon... which could easily be cannibalized from non-crucial parts of the dropship itself. It might leave the ship momentarily impaired, but that seems to me the most practical solution for establishing a base.
I love that the ship hasn't even flown on the dedicated server yet and you're already making plans to cannibalize it. I can download it later today and do some testing with the wheeled vehicles concern to see if you need to change it at all.
SPAAACE MAAASTER! If you weren't excited before, you should be now. This will give server admin the power to create some really interesting scenarios and content on the fly.
that build from cockpit sounds nice too. and it means i need to make a third iteration of my worker small ship. actually i think i'm going to make a new worker (welder/grinder/cargo ship) because the one i currently have is very sluggish. partly because i built it with the capability to be a tug as well. damn thing masses enough to move half of the starter yellow ship with no problem. so it has alot of heavy armor for the mass. this one i'll build without a tug in mind at all. probably still get sluggish with materials in it since that effects a ship now. and with this build from cockpit i don't even know if the welders on one side grinders on the other is feasible any more.
Okay, the ramp kinda works for loading wheeled vehicles, but you really have to fight it. It may simply be my vehicle design though since there's a good bit of space between the front and rear wheels. Also, we probably don't want to let bears drive on the dedicated server. Edit: After more testing it turns out a close wheelbase helps a lot. My rovers have no issues getting in and out of the bay. They are a bit bouncy though, so I need to look into that issue. Edit 2: Adjusting ride height and power makes things a bit easier. Now I'm thinking about having a landing gear in the center of each vehicle, go into low rider mode and just lock the landing gear instead of relying on the ship's artificial gravity.
Dropship updated! http://steamcommunity.com/sharedfiles/filedetails/?id=548176353 Now with theme music! http://steamcommunity.com/sharedfiles/filedetails/?id=549988920 (must be my friend on steam to access)