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DerpSuper++

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Everything posted by DerpSuper++

  1. Steal? What? It's only called "taking" if the cops don't notice. (:< ____________________________________________________________________________________________________________________________________ [uPDATE] Ships: - Added new Advent-Class Light Cruiser to the [CRSR] category, a ship with a different style that I'm experimenting with so it will look like shit since I still need more practice with this, and for a different crazy religious fuck cultist faction that the voice in my head tells me to create, because faction set hype. Also, other reasons. Terrible examples of photography: ____________________________________________________________________________________________________________________________________
  2. Thanks. Using shit loads of templates because I'm a lazy fuck makes that task a hell of a lot easier. :) ____________________________________________________________________________________________________________________________________ [uPDATE] Ships: - Added new Olympus-Class Dreadnought, a ship with zero thought put into its name because every fleet needs a dreadnought to increase their e-peen size. Badly taken screenshots: ____________________________________________________________________________________________________________________________________
  3. Ah, I missed that part out. Another approach I actually prefer is to give myself a set amount of resources in survival mode with the admin commands, then see what I can do with just that, since I also design my ships with playability in mind. It also helps a lot with resource management etc. Though, If I want to build something REALLY big, well... :P But I can see that if you just want to see how far your creativity can go, then creative mode is the way to go. (because "creative" is in the name, huehue)
  4. Oh, whatever do you mean? Any representations of persons, living or dead, is purely coincidental.
  5. You won't get a larger version, but you'll get the ENHANCED version. xD ____________________________________________________________________________________________________________________________________ [uPDATE] Ships: - Added new HAMER-ED Enhanced Military Logistics Vehicle to the [CMRCL] category, because never enough cargo space. ____________________________________________________________________________________________________________________________________
  6. So, I did the thing I fear most, slapping together a bunch of alphabets, to help some random dude on the forums. I was asked by Fox to post this here so it would be easier to find. I've also added, and might add more extras in the future. So... Here goes. ____________________________________________________________________________________________________________________________________ [bEWARE ALL YE WHO ENTER, COLOSSAL WALL OF TEXT AHEAD] This is just my personal opinion, but it takes several elements, but mainly attitude, patience and practice. Trust me when I say that my first ship isn't anything pretty to look at either. I'm not one for writing super long essays because I'm lazy to structure them and all, so I'll just list a few tips based on my workflow right off the top of my head: General Tips: 1. Refer. It won't hurt to look to the work of others for inspiration. You don't need to make an exact carbon copy, you can just pick out simple elements in them that you find interesting, or look for common elements that make their design appealing (shape, silhouette, colour, arrangement of elements like the engines, etc.). You may not feel the effects immediately, but you'll slowly get a sense of design. EDIT 1: Recently, I've found out about Sketchfab, which is a fucking godsend. Here's a bunch of links: - https://sketchfab.com/edgecasegames (personal fav) - https://sketchfab.com/aberrator2000/collections/starships - https://sketchfab.com/saphires/collections/sci-fi-vehicles 2. Patience. This can apply to the overall process, as you won't suddenly get all the Dragon Balls get good overnight. Be prepared to take hours to work on a build, especially in your earlier builds. I can spend anywhere from 1-8 hours (usually around 2-4 hours) on a single build, just to get it both functioning well and looking good enough. You may start out slow at first, but your later builds will eventually get better and be done faster as you develop a sort of 'sense' for it and your own workflow. 3. Practice. This is pretty self explanatory. The more you do something, the better you get at it. Best thing is that you'll get better without even knowing it. This is one of my earlier ships. It looks like a bunch of random shapes slapped together, but... well, you get the idea: Give yourself some time, and you'll eventually end up being able to pull off shit like the stuff you nerdgasm over on the forums. 4. Attitude. This is probably one of the biggest factors. What we usually see is the result of someone's success, but not their journey to get there. If you see a really awesome looking ship (or any other outcome for that matter, from artwork to businesses and so on), be sure to know that the creator put a lot of blood, sweat, tears, money, food, house mortgage, reproductive fluids, his/her marriage and sacrificed their first-born child and time into it. You should DEFINITELY NOT be berating yourself for being incapable of doing such things because that just starts that vicious cycle of you being unhappy because you eat, and you eat because you're unhappy hating yourself because you can't do that thing so you hate yourself because you can't do that thing so you hate yourself because you can't do that thing... etc. And then you give up.. Instead, try to look at it like... You can do that, just not yet. Other people can do that? Well, you just let them do their thing, you work on yours. (Plus, it doesn't hurt to be a little competitive, you know, the friendly sort) Furthermore, you have to be prepared to completely scrap a project if things seem to be going nowhere. Accepting that this will inevitably happen and being ready to just burn everything down to start over will take a huge load off your mind. Trust me when I say that forcing it will more often than not just back you more into that corner you're stuck in. Though, this won't mean you've failed since you've still gained experience from it. Which you'll apply in the future anyway, whether you want to or not. Other Tips: 1. Get schooled Yes, I know... Studying, ugh. But you can take my word for this, getting the basics down can go a very, very long way. In this case, learn about design elements and design principles since you're, you know, designing ships. Keep those in mind whenever you build, and you won't even need to think about it eventually as it becomes second nature. (You don't need to think about how to use a spoon, right? You just... know. Same shit, different task.) 2. Design direction. Establishing a theme or concept to direct your design, it can be anything as simple as "triangles" or "chunky" or something as verbose as "has a lot of cheap, repetitive, copy-pasta armor plate thing-a-majigs that's actually just a cheap, lazy son-of-a-bitch way to make things look good" , will help you tremendously, such as speeding up your workflow and guiding your train of thought when designing. 3. Templates. Templates. Templates. It's not being lazy, it's a way to speed up your workflow, improve efficiency and also help maintain unity (the design principle, not some magical friendship crap) and the continuity of your certain theme. Also, do you really want to manually build every single one of those repetitive, repeating bits of your ship? (PROTIP: Select the blocks you want by using Ctrl+mmb or the other 2 methods in the builder > Ctrl+C > click the '+' at the right side of the bottom toolbar > select a blank space in the list of templates below> Ctrl+V . You've just saved a template. Additionally, holding "W" resizes a block or template uniformly whilst holding "Q" resizes them whilst maintaining the same proportions. ) 4. "Build an ugly brick, then make it look pretty." This one is more of my personal method of building than an actual set-in-stone method. I just slap a whole bunch of blocks together, in roughly about the shape I want, adjusting as I go, until I'm happy with the stats, then I start putting on the "skin" or "make up" for the ship. (REMEMBER:What matters more is the end result. People like eating sausages, not knowing how they're made.) Example: Comparison GIF of with and without panels: Mid-Stage foetus: A real life example, sort of, is if you peel off the trunk cover of a Zonda R... You get this: 5. "Observe. Obliterate. Renovate." Not in a literal sense. This should tie in with the first point from "general tips", but I decided it can also be a point on its own. As already mentioned, picking out details in your references is one thing. How to pull off those details is another. In the context of building from various references, you have to take the time to observe your reference, think about how you are going to break it down and translate it to constructing it in this game, or any other for that matter. There's already a few observable techniques here in the forums from building the exterior first, to using frames as scaffolding, but I'll use my technique in point 4 for example. For my technique, I've actually developed it by observing how the ships were modeled in Fractured Space, more specifically, Zarek and TDS vessels. I realized that there's some semblance of "realism" in their design, whereby a similar approach to how things in real life are built are applied, with systems and all that fancy, fragile techy bits on the inside, held up by some form of support structure, and surrounded by a protective covering that in most cases, also serve to hide the not-so-pretty insides. That's how I thought "I'll just do the same thing and slap pretty plates on ugly bricks". Though, this isn't THE way to develop a technique, as there's more than one way to skin a nekomimi cat. Also, there's a lot of experimentation, trial and error and FAILURE to get to this point, so be prepared. Well, that's about it. Hope it helps... Or not, it doesn't matter to me. ____________________________________________________________________________________________________________________________________
  7. Alright then, I'll get right to that.
  8. Pretty awesome replicas here. I don't play Homeworld, but I Googled the images :P I never had the bother to make replicas myself, so kudos to you. :)
  9. ____________________________________________________________________________________________________________________________________ [uPDATE] Ships: - Added new HAMER military logistics vehicle to the [CMRCL] category, because logistics is important. Just ask Napoleon or Hitler when they fucked with Russia. ____________________________________________________________________________________________________________________________________
  10. Thanks. Also, it's in the list of things I wanna build. EDIT: Ya got a cargo ship from me now... sort of. Couldn't stop myself from making a militaristic vessel... :P
  11. [bEWARE ALL YE WHO ENTER, COLOSSAL WALL OF TEXT AHEAD] This is just my personal opinion, but it takes several elements, but mainly attitude, patience and practice. Trust me when I say that my first ship isn't anything pretty to look at either. I'm not one for writing super long essays because I'm lazy to structure them and all, so I'll just list a few tips based on my workflow right off the top of my head: General Tips: 1. Refer. It won't hurt to look to the work of others for inspiration. You don't need to make an exact carbon copy, you can just pick out simple elements in them that you find interesting, or look for common elements that make their design appealing (shape, silhouette, colour, arrangement of elements like the engines, etc.). You may not feel the effects immediately, but you'll slowly get a sense of design. 2. Patience. This can apply to the overall process, as you won't suddenly get all the Dragon Balls get good overnight. Be prepared to take hours to work on a build, especially in your earlier builds. I can spend anywhere from 1-8 hours (usually around 2-4 hours) on a single build, just to get it both functioning well and looking good enough. You may start out slow at first, but your later builds will eventually get better and be done faster as you develop a sort of 'sense' for it and your own workflow. 3. Practice. This is pretty self explanatory. The more you do something, the better you get at it. Best thing is that you'll get better without even knowing it. This is one of my earlier ships. It looks like a bunch of random shapes slapped together, but... well, you get the idea: Give yourself some time, and you'll eventually end up being able to pull off shit like the stuff you nerdgasm over on the forums. 4. Attitude. This is probably one of the biggest factors. What we usually see is the result of someone's success, but not their journey to get there. If you see a really awesome looking ship (or any other outcome for that matter, from artwork to businesses and so on), be sure to know that the creator put a lot of blood, sweat, tears, money, food, house mortgage, reproductive fluids, his/her marriage and sacrificed their first-born child and time into it. You should DEFINITELY NOT be berating yourself for being incapable of doing such things because that just starts that vicious cycle of you being unhappy because you eat, and you eat because you're unhappy hating yourself because you can't do that thing so you hate yourself because you can't do that thing so you hate yourself because you can't do that thing... etc. And then you give up.. Instead, try to look at it like... You can do that, just not yet. Other people can do that? Well, you just let them do their thing, you work on yours. (Plus, it doesn't hurt to be a little competitive, you know, the friendly sort) Furthermore, you have to be prepared to completely scrap a project if things seem to be going nowhere. Accepting that this will inevitably happen and being ready to just burn everything down to start over will take a huge load off your mind. Trust me when I say that forcing it will more often than not just back you more into that corner you're stuck in. Though, this won't mean you've failed since you've still gained experience from it. Which you'll apply in the future anyway, whether you want to or not. Other Tips: 1. Get schooled Yes, I know... Studying, ugh. But you can take my word for this, getting the basics down can go a very, very long way. In this case, learn about design elements and design principles since you're, you know, designing ships. Keep those in mind whenever you build, and you won't even need to think about it eventually as it becomes second nature. (You don't need to think about how to use a spoon, right? You just... know. Same shit, different task.) 2. Design direction. Establishing a theme or concept to direct your design, it can be anything as simple as "triangles" or "chunky" or something as verbose as "has a lot of cheap, repetitive, copy-pasta armor plate thing-a-majigs that's actually just a cheap, lazy son-of-a-bitch way to make things look good" , will help you tremendously, such as speeding up your workflow and guiding your train of thought when designing. 3. Templates. Templates. Templates. It's not being lazy, it's a way to speed up your workflow and also help maintain unity (the design principle, not some magical friendship crap) and the continuity of your certain theme. Also, do you really want to manually build every single one of those repetitive, repeating bits of your ship? (PROTIP: Select the blocks you want by using Ctrl+mmb or the other 2 methods in the builder > Ctrl+C > click the '+' at the right side of the bottom toolbar > select a blank space in the list of templates below> Ctrl+V . You've just saved a template.) 4. "Build an ugly brick, then make it look pretty." This one is more of my personal method of building than an actual set-in-stone method. I just slap a whole bunch of blocks together, in roughly about the shape I want, adjusting as I go, until I'm happy with the stats, then I start putting on the "skin" or "make up" for the ship. (REMEMBER:What matters more is the end result. People like eating sausages, not knowing how they're made.) Example: Comparison GIF of with and without panels: Mid-Stage foetus: A real life example, sort of, is if you peel off the trunk cover of a Zonda R... You get this: Well, that's about it. Hope it helps... Or not, it doesn't matter to me. P.S. Well, if people post up their ships and all, it's totally fine that you use it and it's totally not stealing. Kind of like if someone publicly posts up all their nudes. But I feel you on that point, there's just something so satisfying about building and flying your own ships. :P
  12. - UP-TO-DATE CATALOG - ________________________________________________________________________________________________________________________________________________________________ - [PAGE 2] - ________________________________________________________________________________________________________________________________________________________________ Gladius Mk-I Destroyer [DSTRYR] "An affordable, simple, relatively compact destroyer class vessel designed for the outer Titanium-Naonite sectors. The Mk-I Gladius offers average speed with above average maneuverability, which it utilises in combination with its compact profile to avoid fire, which is vital due to it's piece of shit shield generators below average shield strength. It does, however, posses multiple layers of armor plating and compartmentalised systems to ensure less of its disposable crew meet their inevitable deaths minimise damage should its shields be breached. A notable downside would be its rather short hyperspace reach." Required Materials: 430k Credits, 23k Iron, 17k Titanium, 35k Naonite Blueprint: https://www.dropbox.com/sh/19uxym8ofxny03v/AADLjroZFaODQwIObiyZ_aqLa?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________ Gladius Mk-II Destroyer [DSTRYR] "An upgrade to its Mk-I counterpart, the Mk-II Gladius should have been the first iteration, since the promptly executed engineering team responsible for the Mk-I was incompetent trades off some maneuverability and an enlarged profile for an overall improvement across the board for both survivability and hyperspace reach. Consequently, its larger size means it requires roughly 50% more workforce to operate and has almost double the price tag which means its engineering team also got executed." Required Materials: 759k Credits, 29k Iron, 25k Titanium, 70k Naonite Blueprint: https://www.dropbox.com/sh/f79n73c36buhyyf/AAD5obKkrPrBeOoM-B4qEeM9a?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________ Dabbler Multi-Role Frigate [FRGT] "The Dabbler Multi-Role Frigate is for indecisive products of incest is designed to be able to cater to various needs required by freelance captains and private military contractors within the Titanium-Naonite sectors, from mining, to escort, to fire support for larger vessels. The Dabbler can also navigate asteroid fields with relative ease thanks to its excellent agility. It is however, fucking stupid to tank with a poor choice to use as a front line combatant as it is about as fragile as an aborted foetus due to its comparatively weak structural integrity." Required Materials: 363k Credits, 10.4k Iron, 8.2k Titanium, 35k Naonite Blueprint: https://www.dropbox.com/sh/6upyyrqirfbvcbt/AACykh_hXiJkTTrGG3-pm5MYa?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________ Servus Mining Barge [FRGT] "A commercial mining barge built for the Titanium-Naonite sectors. Also commonly purchased by slightly-less-poor people and sad bastards who can't afford a Dabbler slightly better off freelancers in the outer sectors. The Servus possesses excellent mobility and offers decent protection for a commercial ship, but has no notable traits when considering its civilian grade power systems. Though, that doesn't stop some retarded fucks from trying to go into combat with it and dying in the vacuum of space shortly after." Required Materials: 100.5k Credits, 4.5k Iron, 7.31k Titanium, 6.9k Naonite Blueprint: https://www.dropbox.com/sh/4fi2h1lt2uocn50/AACDtMHBKbUrxNcNkwcCFI9Ra?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________ Pugio Light Miner [CRVTE] "A light mining vessel for those who actually survived flying the Pioneer suicide machine built to operate arount the Titanium sectors, the Pugio offers vastly improved top speed, thrust and braking capabilities over the scam bucket Pioneer with over 3 times the protection and familiar handling, although with reduced strafing capabilities which caused us to enact a mandatory three generations punishment on the responsible members of the engineering team." Required Materials: 36k Credits, 3k Iron, 5k Titanium Blueprint: https://www.dropbox.com/sh/oysmd86a2bhptzb/AAC3TNkqTARn0yLhzx5abV6-a?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________ Pioneer Superlight Miner [CRVTE] "A small ship designed for poor people freelance miners in the outer systems, the Pioneer is a common first ship for suckers trying their luck and inevitably failing in the unforgiving space mining scene many freelancers beginning their career. It is notable for its elevated power output levels and extreme mobility which causes many pilots to crash into asteroids which allows even new pilots to easily navigate dense asteroid fields." Required Materials: 7.8k Credits, 3.6k Iron Blueprint: https://www.dropbox.com/sh/8m5281u0bwc7hb0/AADCWIvQ-FOx4PtNNF_eOCVha?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________
  13. - UP-TO-DATE CATALOG - "This is the up-to-date catalog of our current line of ships built after the apocalypse that fucked up the laws of physics in this universe a cataclysmic event that altered the laws of physics of the universe." ________________________________________________________________________________________________________________________________________________________________ D.S.P.P. Shipbuilder Holdings "We make people build ships, because Shipbuilder is our middle name." Prospective suckers customers can here, find the catalog of our various models of ships available for acquisition. The catalog will be updated when our CEO feels like he wants it to be, so deal with it at regular intervals. ________________________________________________________________________________________________________________________________________________________________ SHORCUTS [CTRL + F] and type these in to jump to category. [bTLSHP]: Battleships [CRIR]: Carriers [CRSR]: Cruisers [DSTRYR]: Destroyers [FRGT]: Frigates [CRVTE]: Corvettes [CMRCL]: Commercial ________________________________________________________________________________________________________________________________________________________________ - [PAGE 1] - ________________________________________________________________________________________________________________________________________________________________ Olympus-Class Dreadnought [bTLSHP] "The Olympus-Class Dreadnought has a stupid name is about as durable as most of the available ships in its class, though it is still a feared presence in any battle due to one of its unique characteristics, which are its extremely powerful thrusters. Basically, the engineers strapped main engines facing every direction but forwards. This enables the Olympus to climb, descend and strafe with almost the same amount of thrust as its main forward engines. Furthermore, the Olympus currently offers one of the best turning rates for a ship if its size and class, allowing it to bring its guns to bear faster than most other inferior, poorly engineered pieces of space sausages existing dreadnoughts. Though, one aspect that this design lacks is the ability to support an large enough offensive fighter fleet, being only able to support at most 5 squadrons of fighters, we dissolved the engineering team and their families into raw protein paste for their incompetence which should be more appropriately used for mining and salvaging tasks for repair materials." Required Materials: 21.49mil Credits, 373.7k Iron, 627.2k Trinium, 1.375mil Xanion Blueprint: https://www.dropbox.com/sh/az0f0y35enl9xe2/AADTxHizE85OdMGuDv9qfVJDa?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________ Praetor-Class Battlecruiser [CRSR] "Developed by child geniuses contractually obligated to work for us without salary due to scholarships with misleading terms our Advanced Tactics and Technology Division, the Praetor-Class is designed around a doctrine whereby a capital ship can function both as a front-line combat vessel and as a mobile staging area. It offers respectable shielding and durability coupled with great maneuverability, a sizeable cargo hold and a decent hyperspace jump range. Furthermore, the Praetor-Class provides as much fighter space as a large spacecraft carrier, further augmenting its flexibility. It does, however, have rather low reverse thrust and thus we 'motivated' the development team by melting a family member of their choosing into protein paste." Required Materials: 7.065mil Credits, 174.7k Iron, 759.6k Trinium Blueprint: https://www.dropbox.com/sh/iukqrtgrv6rlygk/AACkZDGdyDVrFiWhtmXhAqwva?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________ Freedman Exploration Vessel [DSTRYR] "A ship designed to cater to the mercenary, freelancer and others who have successfully survived the unforgiving starts of their careers, and now swim in pools of credits surrounded by their own theme park with blackjack and hookers the Freedman comes with an above average hyperspace reach and also the ability to support more upgrades than most vessels of its size thanks to its enhanced computer cores. The Freedman also comes equipped with a small fighter hanger for tasks ranging from mining and salvaging operations to fighter support. Additionally, the Freedman comes provided with several turret mounting points, mostly meant for ones equipped with independent targeting and cup holders. Despite all this, the ship does not excel in any area, as its nature as an exploration vessel means that its hull and shields aren't as durable as other purpose built combat vessels and its cup holders can not fit extra large soda cups. Furthermore, the Freedman has a much higher credit cost specifically to disable the unworthy plebians from purchasing it than other vessels of its size due to its more advanced computer cores." Required Materials: 1.59mil Credits, 20.8k Iron, 98.64k Trinium Blueprint: https://www.dropbox.com/sh/nadyis1owp2pxsu/AACin8JnmgZHsSBe7KzUNMnEa?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________ Harbinger-Class "Combat Carrier" [CRIR] "A relatively recent Enlightened model of carrier, several of which found simply drifting through space with burnt interior and all of its crew charred, which were promptly retrieved for analysis. Through recent combat reports and reverse engineering of the craft, it is found that the Harbinger-Class is a self contradicting suicide machine was used as both a spacecraft carrier and as a front-line combat ship, which is unusual when considering its lack of proper armour and minimal usage of IFGs. Probably because the retards think their prayers will protect them or something. The ship is also rather maneuverable for its size which leads to a lot of collisions just by turning, the dumbasses. In terms of fighter capacity, the Harbinger holds an average amount of fighters, but is still inefficient as a proper carrier due to its high cost. Also, caution is advised to all personnel while in the reactor room of a Harbinger as multiple catastrophic accidents resulting in several dry docks being razed and thousands of personnel getting char grilled like a summer barbecue steak has shown that as our safe and expertly carried out analysis of the strange gaseous emissions within has shown that it reacts with one of the gases in farts and spontaneously ignites all the oxygen in a certain radius." Required Materials: 2.24mil Credits, 10.21k Iron, 246.95k Trinium Blueprint: https://www.dropbox.com/sh/937tsehl1z2jqdx/AADmJhV27XPXKiThbVOQZI6Za?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________ Advent-Class Light Cruiser [CRSR] "Our first successful attempt at capturing a ship from a large-scale, inner galaxy ring focused religious cult calling themselves 'The Illuminati' 'The Enlightened' before they could commit ritual suicide and scuttle the ship. We simply stopped them from performing the scuttle by fucking the Space Geneva Protocol and flooding the ship with VX. Early analysis from our initial survey crew who are now dead due to VX exposure indicates that the Advent-Class is manned primarily by young Zealots on their first crusade as a coming-of-age ritual. Further analysis through deconstruction of the vessel and more deaths due to VX exposure shows that in terms of general combat abilities, it is completely inferior to even a HAMER-ED which is a fucking cargo ship the Advent-Class sits a few steps above a HAMER-ED, though for a cruiser class vessel its shields and durability are rather lacking, which in combination to its lack of IFGs, makes it an easy ship to cripple once its shields are dealt with. Furthermore, it only has mediocre maneuverability and thruster power, though it is cheaper to produce than other cruisers and comes with the same number of upgrade slots as other light cruisers. Another note is that ship captains are advised to engage these ships from the top or bottom flanks as their side profiles are rather flat and difficult to hit at range. " Required Materials: 1.86mil Credits, 46.2 Iron, 211k Trinium Blueprint: https://www.dropbox.com/sh/90j2g3fx2ygvr6v/AAC3zuAE5Up_HQ0XhbkmET3da?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________ Trecenti Spacecraft Carrier [CRIR] "Named because saying the number 300 in Latin sounds cool and the sheeple will just eat it right up for its maximum capacity of roughly 300 fighters, the Trecenti is designed to be a solidly performing carrier with good all-round handling, survivability and combat capabilities within the Trinium sectors of the galaxy. The Trecenti is favoured amongst fleet commanders due to its compact size for a carrier and its ability to provide various modes of fighter support whilst also being more cost efficient than previous models of carriers, such as the now obsolete Centurion." Required Materials: 1.18mil Credits, 19.4 Iron, 136.2k Trinium Blueprint: https://www.dropbox.com/sh/gkdl936mjlm9krc/AAD4g2j4hWoLXxPZg7oRl2Q_a?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________ H.A.M.E.R. Military Logistics Vehicle [CMRCL] "The 'Heavy Armoured Military Equipment Resupplier' or 'HAMER' is pretty much explained in it's own name, you illiterate degenerate is a military logistics vehicle that is normally present around the central position of fleet formations, providing resupplies to various vessels in multiple situations. Though capable of transporting a multitude of cargo types, it is mainly used to carry materials to make cheap shot son-of-a-bitch over powered railguns ammunition and repair materials for more vulnerable ship components such as turrets. The HAMER is not designed to engage in combat situations, however retarded ballsy fucks keep replacing the cargo bays with shield generators it is still capable of defending itself should the need arise, as it is equipped with a commercial shield generator to deflect light fire and heavy armour to protect its cargo and not its utterly useless, disposable crew. In addition to that, the HAMER possesses respectable hyperspace capabilities and excellent mobility for a transport type ship, as well as lesser reported incidents of pirate attacks due to it commonly being mistaken for a warship. Consequently, these benefits come at a cost as the HAMER is priced notably higher than other similarly purposed ships." Required Materials: 958k Credits, 17.1k Iron, 107k Trinium Blueprint: https://www.dropbox.com/sh/owlxth7bqo6ai0f/AACwUlMh2YxmvgwJacQ2KhNRa?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________ H.A.M.E.R.E.D. Enhanced Military Logistics Vehicle [CMRCL] "The 'Heavy Armoured Military Equipment Resupplier, Enhanced Dimensions' or 'HAMER-ED' is basically a HAMER with two additional cargo pods strapped on to it in order to milk more money from poor suckers is an enhanced version of the HAMER designed to make the annoying fleet commanders who keep complaining of wanting more cargo space without buying more HAMERs shut the fuck up to provide improved logistical support without adding additional ships to a fleet. It mostly maintains the maneuverability of the original HAMER, albeit with more drift due to its increased mass. The HAMER-ED posses better shield capabilities, improved durability and the ability to support more upgrades. It is however, more costly to produce and thus is more expensive." Required Materials: 1.2mil Credits, 24.6k Iron, 129.01k Trinium Blueprint: https://www.dropbox.com/sh/5ezb7vcucq5i4hl/AACBPDf6GQoGoR6JuFN2ts8Ha?dl=0 Turnaround + specs: ________________________________________________________________________________________________________________________________________________________________
  14. - OUTDATED - "These ships are outdated and are here for.... Err... Archiving purposes" ________________________________________________________________________________________________________________________________________________________________ D.S.P.P. Shipbuilder Holdings "We make people build ships, because Shipbuilder is our middle name." ________________________________________________________________________________________________________________________________________________________________ SHORCUTS [CTRL + F] and type these in to jump to category. [bTLSHP]: Battleships [CRIR]: Carriers [CRSR]: Cruisers [DSTRYR]: Destroyers [FRGT]: Frigates [CRVTE]: Corvettes [CMRCL]: Commercial ________________________________________________________________________________________________________________________________________________________________ [NOTE]: All specs shown exclude any crew members or upgrades. ________________________________________________________________________________________________________________________________________________________________ - [PAGE 2] - ________________________________________________________________________________________________________________________________________________________________ ==================================================================================================================== [bTLSHP] BATTLESHIPS: ==================================================================================================================== Orca Battleship (Titan Heavy Industries) " A ship large enough to be considered a capital ship, the Orca is a battleship that leans more to the wimpier lighter side. Converted from a super heavy freighter, the Orca still maintains some cargo capabilities from its former incarnation because a bunch of retards forgot to replace some of the cargo pods with other systems. The Orca is capable if better maneuverability as compared to other models of battleships because the rest suck balls due to being built completely out of lightweight Trinium. Its drawbacks, however, include a relatively short hyperspace jump range and a relatively low number of upgrade slots because screw investing in them fancy-pantsy computers for a ship its size." Required Materials: 24.07mil Credits, 2.37 mil Trinium Image Album: http://imgur.com/a/DKWZT Ship Plans: https://www.dropbox.com/sh/g1edwl7537evie8/AAA-8URygWOO4FTGrfVkulMPa?dl=0 Specs: ==================================================================================================================== [CRIR] CARRIERS: ==================================================================================================================== Centurion Spacecraft Carrier (Titan Heavy Industries) " A fearsome presence usually seen circling the edges of battlefields, the Centurion is a long range multi-role support carrier. Converted from a heavy mining ship that relies heavily on fighters because our engineers are too god damned lazy to design a dedicated warship, the Centurion is capable of swarming enemy formations with multiple squadrons of fighters. Captains usually outfit Centurions with BIG ASS FUCKING CANNONS long ranged, hard hitting weaponry to batter enemies from afar whilst their fighters fuck shit up tear away at them. Sporting overall impressive performance, its downsides include its maneuverability coupled with its large size, which could prove dangerous in tight asteroid and debris fields, and a limited number of upgrade slots for a ship its size." Required Materials: 1.47mil Credits, 189k Trinium Image Album: http://imgur.com/a/ZmceV Ship Plans: https://www.dropbox.com/s/e42bnj11vibvbav/Centurion2.xml?dl=0 Specs: ==================================================================================================================== [CRSR] CRUISERS: ==================================================================================================================== Warthog Light Cruiser (Titan Heavy Industries) " Our company's second attempt to design something that isn't a cheap made-in-China of Earth conversion a dedicated combat vessel and our first ever attempt to design a proper combat vessel chassis. Developed as a military vessel from the ground up, the Warthog got its name because it has a face even a mother couldn't love due to all its designers agreeing that the front end is unsightly ugly as fuck. It features an overall robust hull with a decent amount if shields and average maneuverability, and is designed to be able to fill either front line assault or long range support roles with its hangars." Required Materials: 541.24k Credits, 546.24k Trinium Image Album: http://imgur.com/a/4Zexg Ship Plans: https://www.dropbox.com/s/kgu7l6104vo6tay/Warthog.xml?dl=0 Specs: ==================================================================================================================== [DSTRYR] DESTROYERS: ==================================================================================================================== Banshee Series Destroyer (Gomorrah Galactic) " Do you wish to reign over your foes? Do you wish to look good while doing so? Then the Banshee Series of destroyer is for you. A beautiful, deadly and much feared presence on the battlefield, the Banshee Series offers powerful shields and a strong hull coupled with extreme speed and maneuverability close to that of a corvette sized vessel. It features easily accessible systems and is by far the best designed destroyer of our company because we actually paid our engineers this time and let them sleep in bigger cages. It does, however, carry a hefty price tag if you're a worthless beggar and requires a large number of professionally trained crew to operate because peasants aren't allowed to touch advanced technology with their degenerate, neanderthal hands due to its various complex on-board systems. The Banshee Series Destroyer is available in Standard Titanium-Naonite and vastly superior Trinium constructions." Required Materials: Banshee: 934k Credits, 105k Titanium, 54.6k Naonite BansheeTR: 1.26mil Credits, 160k Trinium Image Album: http://imgur.com/a/dBWhe Ship Plans: https://www.dropbox.com/sh/tn31nzwnhaluurx/AAAuDiDGZdD1aIQ9w4qAtaV-a?dl=0 Specs: Banshee (standard) BansheeTR Bulldog Heavy Destroyer (Titan Heavy Industries) " Originally a heavy salvaging barge, the Bulldog has been poorly duct taped together expertly refitted for combat into a dangerous and highly volatile an experimental heavy destroyer, relying on its massive battery banks instead of much costlier generators should the need for increased power consumption be required. It has additional armor plating installed over its already durable salvaging chassis, fitted with military grade shielding and still retains its salvaging fighter hangars, capable of deploying at least one squadron. Downsides include being a giant fucking hunk of metal that can't fly for shit its large size and unwieldy handling. " Required Materials: 1.5mil Credits, 151k Trinium Image Album: http://imgur.com/a/BiDJV Ship Plans: https://www.dropbox.com/s/l7f6kpbitvndawy/Bulldog2.xml?dl=0 Specs: ==================================================================================================================== [FRGT] FRIGATES: ==================================================================================================================== Caiman Heavy Frigate (Titan Heavy Industries) " A ship that was a first attempt at building a combat chassis, though still based on a commercial chassis. The Caiman had many confusions in its classification stage because all the other companies built their destroyers too damn small due to it being almost the size of destroyers built by most other companies. However, it was ultimately classified as a heavy frigate due to its acceptance of a lower number of upgrade modules. The Caiman offers respectable maneuverability coupled with decent durability and is a popular choice to be used as escort ships and for other general purposes. It does, however, cost a lot more than usual to build for ships in its class." Required Materials: 640k Credits, 76k Trinium Image Album: http://imgur.com/a/58k2Z Ship Plans: https://www.dropbox.com/sh/5clmdf4mop7sby8/AAAF4e84bOwe88UPqKc2r__6a?dl=0 Specs:
  15. All my currently sleep deprived mind can think of right now is: "Nice ships." :P Also, anyone who can pull off using rounded bits is a win in my books.
  16. Yep. As mentioned by Ohm, people who run and build ships in the beta branch of the game add (DTU) or (version 10.5~) or something along those lines in their title. The steam version is 10.2-something afaik. Also, here you go, I used your post as a n excuse to build a ship, made in the current steam version. I made a mistake on your constraints though, and built this ship with 100k titanium and 50k naonite. Shouldn't be too hard to convert some of the titanium systems into naonite, simply remove a single panel and you can use the transform block tool. Though, hopefully it's durable, maneuverable and visually palatable enough for your needs. Costs: 786,940 credits, 81,625 Titanium, 48,415 Naonite .xml file: https://www.dropbox.com/s/bfpg3yo8qjea4os/Ares.xml?dl=0 Whole Album: http://imgur.com/a/3xE6s
  17. Other than the many artists out there you can find with a Google search, a bunch of things right off the top of my head that aren't here are the Imperium Galactica series, Sins of a Solar Empire and Rebel Galaxy.
  18. Nope, I'm sticking to the stable releases, though I'm building the newer ships with thrusters in pretty easy to reach places, and hoping that when the changes hit, it wouldn't need too much tweaking to get the ships back in working order.
  19. [uPDATE] Ships: - Added new Warthog Light Cruiser to catalog page 2, THI's initial attempts at designing a WAAAAAAAAGH!!! warship from scratch. Designed to be able to fill multiple roles. Also, its face is ugly as fuck. - Added new Caiman Heavy Frigate to catalog page 2. a ship with an identity crisis An oversized, general purpose heavy frigate.
  20. I know a Fractured Space inspired ship when I see one. Or more accurately, a mix of a USR Colossus and USR Destroyer.
  21. Holy Jesus motherfucking Christ... This is the most detailed replica of this ship I've seen on the forums yet... I have half a mind to start worshiping you. You've won a whole bunch of internets, mate. And damn, ~50 hours... I can't spend more than 4-6 hours on a ship otherwise my brain just would give up.
  22. This ship looks awesome and all, but god damn, that price tag... :P
  23. Oh, okay. But the maneueverability did take a big hit. :/ ____________________________________________________________________________________________________________________________________ [uPDATE] Ships: - Added new Orca Battleship to catalog page 2, because why list only one battleship when you can have TWO!?
  24. All I can say is... That rear end, that rounded rear end, that SMOOTH, ROUNDED rear end... How much time did it take to get it that smooth??? ._.
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