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The only complaint I have, and this is a hilariously minor one that can be fixed by the end user, is that the engineering bays seem to be awfully cramped by gyroscopes. These could easily be relocated into the "attic" over the crew compartment, which would free up volume in the engine room for a couple of crew-accessible small reactors. This would allow for emergency power in the event the ship has run out of uranium and the battery banks have been run dry, though I suspect any competent survivalist building one of these will incorporate at least enough solar power to keep the conveyor system running. ;)
The ships in question are two versions of a large armed cargoship, an Auxiliary Cruiser and a Q-Ship. Same basic hull and internals, but I added a Homeworld-style bridge platform on the portside, rearranged most of the internals in the crewed portion... there are too many details to cover, but notably both versions have "hidden" broadside rocket launchers. Everything old and new is still connected to the conveyor system.
Either way, thanks for making a mod that kept my undivided attention for 20+ hours =)
Also, would love to see a combat ready versions of the modules. Not much, but a few turrets here and there for a proper meteor protection wouldn't hurt.
Another question I have, is the conveyor system fully operational? Can you reach any and every cargo/assembler/refiner/reactor from any point in the system?
Please keep up the good work, and keep these models updated! <3
i used the long front and rear with the normal short middle and 2 of the long mid sections. the long mid parts i removed the connectors and added large cargo pods with some blast door edges to cover the exposed cargo access points. on top i added a 3x3 collector and on bottom i added an extending connector (single piston) also i added like 20 gyroscopes because i like my ships to turn.
now its a monster cargo ship with 22 large cargo pods and it holds 2 small fighters.