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Pob

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Posts posted by Pob

  1. You need at least one of the two hangar doors exposed. One of them can be obstructed, however the second one must be completely open all the way to prevent fighters from getting stuck or having path-finding problems.

    I understand that, but what happens when you have 2 separate hanger blocks?

    Here is an example.

    Ship has 2 hanger blocks

    hanger block A has both sides covered, size is 4x4x4, fighter numbers 3-21

    hanger block B has one side open, size is 2x2x6, fighter numbers 0-6

    total fighter number is 3-27

     

    so does this mean a max fighter size of 3 and total of all fighters of 27?

    But will only 0 max 6 total work because that's the only exposed hanger?

     

    EDIT

    Just did some testing with the above, I bought

    5x size1 miner titanium

    9x size1 chaingun Iron

    1x size6 chaingun titanium

    it will not allow me to buy any more because there's no space.

     

    But these numbers make no sense, from my understanding I'm not allowed size over 3 but it let me buy size 6, I'm allowed 27 total size, but it's capped me out at 20.

     

    Oh and they will all happly use the smaller unblocked hanger

  2. I've had a look and I cannot find any specific details on fighter and hanger mechanics, lots of stuff about the 1hp issue, how to assign them and how they are weak/costly to run.

     

    I'm currently trying to build/design a carrier and trying to figure out the mechanics and what the numbers actually mean?

     

    Stick a hanger on a ship and it give you two numbers, what are they relevant to?

     

    Now I understand that you cannot block both the open faces of a hanger in any way or the fighters cannot launch.

    However can you have a small exposed hanger and the a much larger one that's covered?

    It'll still push the numbers up, would small fighters be able to use the small open hanger but large fighters not be able too?  or will they all be able to use the small hanger?

     

    It's important to my build for looks, as hangers use the same volume minus a fixed layer system that cargo containers use so cubes are most efficient but I want lots of little individual hanger bays for my design. 

  3. Interesting math

    there's also another reason to do groups of 3 not 5 and that is types, I've not found the math for it however so far it seems that the object you get out depends on what you put in, so if I want a better armed turret module then the only way to guaranty it is to only put in armed turret modules.

    Now turret upgrades are not the best example here because it's a fixed upgrade, however look at something like actual turrets, more chances to get the specific bonus you're looking for, esp with the additional bonuses like independent targeting, extra range or guided rockets.

     

    Does anyone know the out come effects on mixing objects for upgrade? from my personal experience it seems like each type has an equal chance, so put in 4 chainguns and 1 cannon and you've got a 50% chance to get a chaingun and a 50% to get a cannon, not a 80% chance to get a chaingun and an 20% chance to get a cannon.

     

  4. I've already sent in a bug report, here's what I think has happened.

    A normally spawning rift intersected the circle rift protecting in centre area and at the intersection a normal jump gate was spawned crossing the normal rift at the intersecting point which meant it also crossed the circle rift.

     

    Pretty random and will be hard to have the same situation to reproduce it.

     

    A change to the rift generation so that no rift crosses the ring rift should stop this from occurring.

     

     

  5. I've had good luck scaling any ship with the following process:

    1. Get in the build menu of the ship you're trying to scale

    2. Select all the blocks on the ship

    3. Ctrl-c (also works if you start at this point with a template)

    4. Exit the ship and found a new ship

    5. Ctrl-v

    6. Use left alt to select an appropriate anchor block

    7. Scale as desired and click to build (you may need to try targeting different sides/areas on the starter block

    8. Check newly built scale

    9. Ctrl-z if required and repeat scale adjustment to fine tune

    10. When happy with the scale, turn off safe mode and delete the starter block

    11. Voila!

     

    Once I started using that process, I've been very successful

    Yes it's step 6 I didn't know about, which meant no matter what I did with scale it would not let me paste the new blue print as it was trying to paste an internal face onto the starter cube so it will not let you paste as it's overlapping.

     

    EDIT: ahh I get the left alt thing now, very nice, shame we cannot give a fixed vaklue to the scaleing

  6. I did want to scale it up a bit, however due to the position of the origin block I just cannot get it to copy and paste scale.

    Try holding left alt and selecting a different anchor block for the scale. Then try moving around to try and target different sides of the starting block. I can always get it to work this way.

    I'll give that a go, Thanks.

    The main issue I've got is that the first block is the key hull block for the ship, you delete that and the whole ship goes, unfortunately this is also seems to be counted as the primary block when you try to paste it back in and I put it in the middle of my ship.

    I'm still trying to get used to the quirks of the build system, the UI needs work.

  7. Hey Pod.

    "The Broadhead" looks pretty cool.

    Thanks, I'm really pleased with how it came out, I did want to scale it up a bit, however due to the position of the origin block I just cannot get it to copy and paste scale.

     

    I've also got the correct values now, I had mirror mode on last time  ::)

  8. Mule experimental and Broadhead final added to the drop box.

     

    details and images to come

     

    I lengthened the Broadhead, tweaked the internals, swapped the Naonite top beam with Xanion for weapon mounting and did a basic clean up

  9. Nice, I've not played around with randomise except turning it on once by accident and thought the game had bugged out.

     

    490 iron plus the 500 it costs to found a ship means you can instantly start with this, although personally I'd put on a bit more reverse thrust especially if you give it to the ai as a mining drone.

  10. You can do a similar tactic with seeker launchers, I've picked up two amt, boost at an enemy start shooting missiles, your speed gives them a big jump in range, mine are listed around 6km but I can hit and damage at 9-10km, I'll then change to circle strafing at around 3-4km to keep out of beam weapon range and throw off projectile weapons.

    I back this up with chain guns and independent targeting turrets chain/plasma/bolter/cannon.

     

  11. I'm not quite sure how you do strafing runs with cannons, seeing as they have the longest range of any weapons.

    Ideally a cannon build would sit at range constantly reverse to keep the range open.

     

    Problems I'm having is that I've hit the point where it's become a constant dps grind/race, I'm at 30k shields and 10ish guns at the Trinium/Xanium border.

    Pirates and small Xsotan are not a real issue, the grind is the big Xsotan and hostile faction Destroyers which are +100k shields and +200k hull

    It takes minutes of constant dps grinding to carve through them, I've taken to adding salvaging lasers into my attack after the shields go down as they do reasonable damage to an active ship once the shields go down. 

  12. Ok I've been designing in creative mode, then building my ships in single player for testing, tweaking and evaluation.

    A ship has to be functional.

     

    So no Broadhead final design yet because I've hit a slight snag, they are called "the Oogled" a large, hostile and aggressive faction sitting right on the Trinium/Xanion boundary.

    They are constantly sending head hunters after me and attacking all nearby friendly factions, this has lead to it being difficult to get my hands on 162k Xanion I need :/ 

     

    But I do have a new experimental design to share, the Mule a cargo freighter

    mule_x_zpsttzbxer3.jpg

    Current stats

    Cost $ 347,159

    Iron 1,200

    Titanium 43,617

    Trinium 21,815

     

    I've re-used the engine pods from the MFF-101 although scaled up, I originally used docking blocks on the sides  of the cargo pods, it looked good like giant doors into each pod, but they added too much weight which meant I had to scale up the engine pods more and just added too much trinium.

    I might cut it down to 4 pods, it'll reduce the cargo capacity but increase the breaking reducing station collision 

  13. Thanks :)

     

    Here's a new experimental design the Broadhead

     

    still undergoing tweaking and testing, a destroyer, internals are a mix of Trinium and Xanion, hull a mix of Naonite and Trinium armour

     

    broadhead_x_zpsgy4mctz5.jpg

     

    currant stats

    cost $ 3,195,622

    Iron 20,160

    Titanium 4,432

    Naonite 11,986

    Trinium 54,370

    Xanion 162,704

     

    edit: ignore these numbers, final version is now in the first post

  14. These are really nice looking ships.

     

    However, the dropbox links to your .xml files do not work. I think that you copied the wrong URL or something.

    Thanks and I've fixed the link now (I think) just one link to afolder with all the xml's in it.

     

  15. These are some of the ships I've made so far, I think the biggest issue I have with ships is coming up with names for them  :-[

     

    Note: All ships loaded with minimum crews

     

    update: here's a link to all the xml's

    All ships have the version number at the end of the file name

     

    MFF-101

    The Multi-Function Frigate, designed as both a general combat ship and with space to add on cargo containers to turn it into a hauler, armour blocks only on the front facing blocks to reduce weight.

    Naonite core systems with Titanium thrusters and hull skin, with 4 Naonite weapon points on the nose.

    Cost $142,960

    Iron 5

    Titanium 7,356

    Naonite 10,254

     

     

    mff-101_i_zpsuwseeq9c.jpg

    mff-101_f_zpslsqmhby7.jpg

    mff-101_b_zpsbhv3oxs3.jpg

     

     

     

    MFF-201

    The 2nd generation Multi-Function Frigate, with increased manoeuvrability and shielding over the original model. 

    Naonite core systems with Titanium engines, thrusters and hull skin, with Naonite weapon points on the nose.

    Cost $211,975

    Iron 4,800

    Titanium 5,511

    Naonite 16,309

     

     

    MFF-201_f_zps6d2myhkx.jpg

    MFF-201_b_zpsnhhljfko.jpg

    MFF-201_i_zpst2nm5vm8.jpg

     

     

     

    MFF-202

    A combat variant of the 2nd generation Multi-Function Frigate, fully clad in armour, with additional hard points under the nose and the addition of a hyperspace core to increase functionality.

    Although the added weight does reduce the manoeuvrability.

    Still uses Naonite core systems and hard points on the nose, with Titanium engines, thrusters and Armoured skin

    Cost $237,465

    Iron 4,800

    Titanium 5,969

    Naonite 19,687

     

     

    MFF-202_f_zpste0v6fvj.jpg

    MFF-202_b_zpsqteo3fha.jpg

    MFF-202_i_zpszpxftbps.jpg

     

     

     

    Bee-102

    I originally designed the Bee as a mining ship, with a small Trinium nose allowing 4-8 weapons to be mounted, although I've found it a decent combat ship in it's own right.

    Trinium core systems, with a Naonite hull and a few Titanium details.

    Cost$ 111,109

    Iron 1,200

    Titanium 494

    Naonite 3,254

    Trinium 7,275

     

     

    bee-102_i_zpsvfhnokm5.jpg

    bee-102_f_zpss2l11lps.jpg

    bee-102_b_zpsxdncrpbu.jpg

     

     

     

    Bee-201 - aka the MegaBee

    After active testing of the Mule we discovered that while it looked nice, it is not that functional, the Bee however is very functional, so to make a better cargo freighter?

    Make a bigger Bee, stick a cargo hold in the middle and we have the new MegaBee.

    [spoiler=animated gif]megabee_zps3ugsmkxc.gif

     

    With Xanion internals and Trinium outer hull the Bee-201 is not just a functional cargo hauler but also a fine general purpose ship, good for exploring, salvaging, mining and light combat duties.

    Cost$ 630,472

    Iron 7,200

    Naonite 1,916

    Trinium 34,643

    Xanion 32,600

     

    Bee-301 aka the GigaBee

     

    details to be confirmed, however the xml of the experimental version is available for user testing.

     

     

    Maul 

    A combat Heavy Frigate, Xanion core systems and Trinium thrusters and armour

    Cost $ 356,745

    Iron 1,200

    Naonite 1,260

    Trinium 14,497

    Xanion 11,840

     

     

    maul_i_zpsr4nqe85r.jpg

    maul_f_zpsibycq3oj.jpg

    maul_b_zpszb41nkgw.jpg

     

     

    Broadhead

    Combat destroyer, a mix of Xanion and Trinium core systems covered by Xanion hull and Trinium armour details.

    Cost $1,590,348

    Iron 10,080

    Titanium 2,174

    Naonite 11,986

    Trinium 35,067

    Xanion 75,931

     

     

    broadhead_i_zps8vzt36sz.jpg

    broadhead_f_zpso2xdvmxr.jpg

    broadhead_b_zpsuxtasztg.jpg

     

     

     

    Gnat-102

    Need something small? On a budget? Don't have all those fancy materials?  Don't worry we here at Pob Heavy Industries have you covered.

    Introducing the all new Gnat, it comes with full integrity fields, 4 Titanium points for weapon mounting and pre-painted in colours any starting out captain has access to, all for less than 1,500 Iron and 2,000 Titanium.

    Cost $15,228

    Iron 1,456

    Titanium 1,976

    [spoiler=animated gif]Gnat_zpsdknity41.gif

     

     

    Gnat-103

    For those for who the Gnat is just a little too weak and have that little extra to spend we present the Gnat-103

    Fully upgraded to Titanium, with armour plating on the nose and thruster pods to greatly increase the durability and combat potential.

    We've tweaked the engine and thrusters to get more out of it and it's still in colours any starting captain can enjoy.

    Cost $19,799

    Iron 780

    Titanium 3,534

    [spoiler=images]

    Gnat-103_f_zps22tuhnha.jpg

    Gnat-103_b_zpsr7ydttzd.jpg

    Gnat-103_s_zpsdyzjnq4p.jpg

     

     

    StarStrider Series, The latest generation of combat enforcers from Pob Heavy Industries, designed around manoeuvrability with weapon hard points to give both 360 degree fire arc and maximise forward firepower.

     

    StarStrider 100

    A smaller craft built for patrol, short distance exploration or with the correct load out a competent miner/salvager.

    Naonite internals with a Trinium skin and 6 designated size 1 hard points spaced for 360 fire patterns.

    Cost $28,084

    Iron 900

    Titanium 324

    Naonite  15,204

    Trinium 8,890

    [spoiler=images]

    StarStrider100_f_zpsq71xqr0y.jpg

    StarStrider100_b_zpsyuocq3gg.jpg

    StarStrider100_s_zpsfciyy1fj.jpg

     

     

     

    StarStrider 200

    The bigger sister of the 100, built for patrol, defence, exploration and the addition of a small cargo hold for the transport of low volume high importance goods.

    Naonite internals with a Trinium skin and 6 designated size 1 hard points spaced for 360 fire patterns, 3 designated size 1 hard points frontal fire cone and 6 double size 0.5 hard points in frontal fire cones.

    Cost $1,620,338

    Iron 9,600

    Titanium 1,781

    Naonite  137,560

    Trinium 28,572

    [spoiler=images]

    StarStrider200_f_zpsd3qngqvo.jpg

    StarStrider200_b_zpshh4pfghz.jpg

    StarStrider200_s_zpsirlrrcfw.jpg

     

    Here's some of the turret hard points with a mix of szie 0.5 and 0.3 turrets in them, sorry I've not got any size 1 turrets to show.

    StarStrider200_g2_zps7ev2qfsb.jpg

     

    Close up of a double 0.5 size mount, 0.5 size gun on the left and a 0.3 sized gun on the right

    It's two separate 0.5x0.5x0.5 blocks on purpose, so you can easily snap a turret on if you've got "block middle" selected

    StarStrider200_g1_zpsimocz4bu.jpg

     

     

     

    NEW IN

     

    Nebular

    The latest in Cruiser from Pob Heavy Industries, she may not win any beauty contests but what she does do is combine high levels of controllability, survivability, fire power and a fighter compliment to be a really solid ship for any roll in any hostile environment.

    Xanion internals with Trinium engines, thrusters and skin. Now comes with one free coffee--o-matic 3000tm, the coffee machine loved by fighter pilots everywhere, in the forward crew rest lounge. Pob Heavy Industries does not bare any responsibility for damages caused by excess use of the coffee--o-matic 3000 by fighter pilots

    Cost $5,719,287

    Iron 84,000

    Titanium 4,050

    Trinium 233,270

    Xanion 284,800

    [spoiler=images]

    nebular_f_zpsu0m3n0xb.jpg

    nebular_b_zpsaxucgurr.jpg

    nebular_i_zps4tshiben.jpg

     

     

    StarStrider 300

    The StarStrider 300 is a light Carrier with design that diverts from the other ships of the StarStrider series.

    It's asymmetrical design is still focused on manoeuvrability however it sacrifices some turning ability in favour of breaking and strafing.

    Cost $1,274,477

    Iron 21,600

    Titanium 1,706

    Trinium 42,684

    Xanion 80,574

    [spoiler=Animated gif, watch it spin]

    StarStrider-300_zpsfhqbdtcz.gif

    I still think it's a bit small, however I'm very happy with the design and how it came out that I'm putting it up.

     

     

  16. I'm not so sure about that, unless npc ships use the different mechanics from player ships.

    If excess damage is discarded then unless you hit the core block you would have to destroy every block of a ship to reduce it's hp to 0 which means you never get wrecks.

    Of course integrity fields will mess that up.

     

    My personal suspicion is that excess damage is still carried over to hp and the core block has a damage multiplier on it.

     

    Although what happens to a ship's hp if you cut a large chunk off?

  17. Actually I was playing around with the alternative controls yesterday and I instantly thought they would work well with joystick&mouse, you'd control the ship with one hand on the joystick and the camera/turret direction on the other hand with the mouse.

  18. I like the ec-100's and ec-200's not flashy but they do fit in with the npc ships

     

    the sw-100's are a bit too simplistic putting in a bit of block/surface variation would probably improve them.

     

    It's interesting to see your designs change and evolve over time.

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