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Domanating

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Posts posted by Domanating

  1. You are incorrect, my friend

    That is an Acclamator Class assault Ship, all credits go to Black_Disciple for that build although I've made some hefty modifications, mostly of the interior for my satisfaction.

    Given that this ship was known to carry 4 proton torpedo launch tubes, I've been waiting for this update to implement them.

  2. Taking into consideration that all 4 displayed torpedo shafts are blocked by something, Depending on their orientation, they will or won't fire. Shafts oriented Right and Down will fire. Shafts oriented Left and Up will not fire. The ship won't even recognize there was a shaft added

     

    Left and Right are flipped since I'm looking at the ship from the front

     

    syPgx1.jpg

     

     

     

  3. For some reason there are some green dots or "unknown energy signatures" that don't have anything at all in the sector when you jump in there. After you jump you go to the galaxy view and this what you get

     

    9coP8q.png

     

    Hovering the mouse over the sector now tells me it's a yellow dot "hidden mass" sector rather than the green dot but there's absolutely nothing in it and it still treats it as if I'm not there at all.

     

    Also the map fails regularly to take note of the sectors I've been in although relogging fixes the issue (note it's a Singleplayer creative server)

    Highlighted in the next pic is a sector I was before but has no notice that I was there.

    5W8SKQ.png

     

    Also another time I jumped to a sector that I knew was empty. It had no indication of hidden mass or energy signature at all. After jumping, it was indeed empty but I got the same notice as in the first image.

     

    All this already happened to me 3 times in the span of a a few minutes. The first time was with a save from a previous update so I decided to create a new one cause maybe the save got broken. Turns out I get the same issue in the new server as well.

    replicating this is just a question of finding a fake green dot in the map. I had better luck with solitary green dots than ones in clusters.

     

    P.S: The new system upgrade seems broken in older saves though I assume that's to be expected.

  4. I can confirm this. This happened to me twice in a modded server but to get absolute confirmation I deleted my game files and reinstalled them to get a fresh game, created a a new creative game and both times I tried it happened as well.

     

    The process is simple:

    You start any game, go to any ship go to build mode and go to the block viewer.

    The window should open up fine. You can click on both drop down lists fine.

    As soon as you click on any option in either of those drop down lists the game will freeze.

    The music will keep on rolling and you will still be able to ctrl+alt+del or go to desktop or whatever for 10-15secs after the freeze occurred.

    Once that time is up then the whole PC will freeze and you'll get the typical sound of a blue screen of death although it never gets to that point. It shows that the game is trying something cause the music goes back to normal once in a while before going all to shit again. It's never absolute freeze per say.

    If you wait it out enough, step out to desktop before the seconds run out and press the right buttons and patient enough you can get out of the freeze and be able to shut the game down with the task manager. However force shutting down the PC may be the sensible way out unless you profit the first 10-15secs or liberty after the initial freeze to quickly go to task manager and force it to shut down you can come out fine.

    In a nutshell it's a nasty nasty bug

  5. Actually I think the bridge is way off proportions. That's because I've built a Star Destroyer myself and I've looked at SD blueprints for a week straight.

     

    http://www.avorion.net/forum/index.php/topic,1794.0.html

     

    However you win in the detailing by far. Dat bridge, superstructure and midships area have incredible detailing. Hats off to you for that amount of patience.

    You should scale it up to real size though. It ain't hard now that is finished.

    Those 4 small squared engines need to go though

  6. Cheers!

     

    Quick tip for you, I've found painting the block behind the hangers black helps the look of them, also hangers are linked so you can hide a large hanger inside some place and just have a very thin panel hanger on the outside for fighter access.

     

    Thanks for the info, m8!

    It kind of worries me that the thin hangar will look like an exploit that, just like the thruster changes would be fixed at a later date.

  7. Update!

     

    New addition to the empire! Check OP

     

    All ships have been updated with the new blocks and thruster mechanics!

    Imperator class now has good looking nozzles. Fighter version can now properly launch fighters by using Semaphorism's technique

     

  8. Details on your ISD looks great! The only thing that bothers me are those square engine nozzles... If you could make them into sth like half-spheres it would look better. Nevertheless, impressive ship. Well done.

     

    I plan to make some tweaks to it and that will be one of them. I'm waiting for the new thruster changes to come out to stable to see if I need to change my thruster layout. Since I'll have to gut my ship to do that AND the engine nozzles I'd rather gut the ship once rather than twice.

    Thanks m8

  9. You could scale the fighter so it can fit the guns. It's not IRL sized to begin with anyway since 1:1 scale of those things are good for nothing.

     

    Alternatively just put the guns on the solar panels, plenty of space there

  10. Not to mention the crew you need to run that thing. I forgot to post my ships stats actually.

    For a powerful ship you need powerful empire, m8.  ;)

     

    First off I plan on making other smaller Galactic Empire ships, which are more affordable so then you can move on to bigger and better things in a more linear fashion.

     

    Also you could check out this mod:

    http://www.avorion.net/forum/index.php/topic,1607.45.html

     

    It allows the possibility of finding abandoned mines. For a rather steep price you can put them up and running again and you'll constantly gain resources even when you're not in the mine's sector. You're able to have as many mines as you can afford.

     

    Also hopefully mining drones that you sent out will be able to give you resources while you're in other sectors in the future so you can amass exponential amounts of materials

     

    Edit:

    Also @ddark16 were you able to attach weapons to the Tie fighter or are you still having issues?

  11. Thanks!

     

    I spent sometime with it in creative mode, I love it! Well done and very detailed. Do you have any ships planned in the future? Maybe a Gladiator class or a Victory class?

     

    It all depends on the blueprint sheets I can find in the Internet.

    I do have some high quality images for the victory class so that one is a go.

    For the gladiator I only found one image and it was made by someone that changed a lot of aspects from the original. I can make this one but a lot of guess work will be required for the details.

    There were a few others that I wanted to do such as the Victory class frigate and Imperial escort carrier but I couldn't find any blueprint like images for them at all.

    Acclamator assault ships is also in my plans

     

    Even with  the fighter version of the Star Destroyer, the Fighters are still bugged, They can't get back into the ship. Sad

     

    Hmmm.... I could still do Semaphorism's hangar placement (if you don't mind) but it will destroy the entire aesthetics of the ship bay

  12. The Star Destroyer is ready! Check OP!

    Also changed the title of my showcase since I'll mainly build stuff from the Galactic Empire

     

    Downloaded both, thank you! I like the idea of pushing the launch bay deeper into the ship, did you have to adjust any internal components to make it happen?

     

    Yes, a large Crew quarters block and 1 or 2 structural blocks but nothing too fancy

  13. I would really like to be able to use the tie fighters as patrol vessels in my sector to accompany my larger combat ships, so for what I would use them for a captain is a must.  However, I am having  a hard time mounting guns to them even small guns come up red and don't fit on the larger model.  Am i missing something?

     

    Are you absolutely sure you're using small turrets? They must have Size----------0.3 on their description

     

    Edit:

    Tie fighter with single gun mount available. The engine is more powerful and it's AI capable

  14. Cheers guys!

    Just to say I've updated the Tie fighters (nope not the Star Destroyer, yet). With the building skills I've gained from the Star Destroyer, looking back at the Tie Fighter the solar panels were giving me cancer so I refined the corners. Also the engine is slightly more powerful

     

    The downloads are now on GoogleDrive since it appears to be a popular way to do it here

     

    BEFORE

    ebd8d56c-579c-423e-9741-8df37a2dc7cc.png

    AFTER

    363022a4-cb20-4ec5-aac6-bdb03aaeb319.png

     

    Another thing I was thinking about is the fact that limited to 5 crew it's not possible to have the Tie fighter controlled by AI. Not with 2 guns it can't. 4 gunners and 1 mechanic but no captain. I thought about having only one gun slot and removing the massive crew quarters cube inside the cockpit. This way it'll be 2 gunners, 1 mechanic and 1 captain. In addition with the free space it would allow me to make a much more powerful engine.

    Let me know your thoughts.

  15. Cheers :)

     

    I'm not releasing the Star Destroyer yet as I believe more details are needed (ex: more superstructure parts, more armor plating bulges in the main fuselage and secondary hangar bay) but the tie fighter I can make it available when I get home. I can give you the practical Tie fighter and the 1:1 scale variant (good for nothing except scouting) if you want

  16. I've built some things. I assume they don't need introduction

     

     

    Tie Fighter

     

     

    Practical Tie Fighter and IRL sized Mini-Tie Fighter (for the lolz) are now available. A few tweaks were made compared to the original pic. Resources needed: Iron

    You have 1 slot right beneath the cockpit to fit the gun and it's locked in place just like the real deal. Of course you may change that. Only .3 guns can be fitted in the slot.

     

    Resources needed: Iron and Titanium

    Downloads

    Tie Fighter

    1:1 scale Mini-Tie Fighter

     

    EibCvT.png

     

     

     

     

    1:1 Imperator Class Star Destroyer

     

     

    Resources needed: Iron, Titanium, Naonite and Trinium

    It's a pricey ship. Hope you can afford it

    After learning about the hangar clearance needed to launch fighters I've made a modified version of the ship bay so that they can be used. In the last picture you can see how the modified Star destroyer's ship bay looks like. Whether you want fighters or an aesthetically pleasing hangar without fighters is your choice.

    Downloads

    Imperator Class Star Destroyer

    Imperator Class Star Destroyer - Fighter modification

     

    Olg6lY.png

     

    1PmteY.png

     

    nFLRZG.png

     

    Lex9rr.png

     

    kjecOT.png

     

     

     

     

    1:1 Victory Class Star Destroyer

     

     

    Resources needed: Iron, Titanium, Naonite and Trinium

    Smaller and more agile than the Imperator-Class, it's a better suited option for early growing empires. Like it's big brother, it comes with 2 variations: with or without the ability to launch fighters. Like the "real" deal, the broadsides of the vessel have 15 slots on each side intended for seeker missiles of size .5 or 1.

    Downloads

    Victory Class Star Destroyer

    Victory Class Star Destroyer - Fighter modification

     

    dVtHXs.png

     

    Zec27O.png

     

    r1O6ei.png

     

    LPGVMJ.png

     

     

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