Empyrion - Galactic Survival

Empyrion - Galactic Survival

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JC HammerHead mk.VI [RE]
   
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Blueprint: Capital Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
971.632 KB
27 Oct, 2021 @ 2:54pm
2 Jul, 2022 @ 2:44am
7 Change Notes ( view )

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JC HammerHead mk.VI [RE]

Description
CV / Class 3 / lvl 25 / RE 1.8

Hammerhead mk.IV Junkie Customs edition
Famous Hammerhead T2 by Spanj is back with a new skin and a few updated features. Made for Reforged Eden games it posesses efficiency, elegance, versitality and mobility. I needed a long run multypurpose ship that wil serve me long and be my base of operations while I explore galaxy without needing to come back over and over again for resupplies.
So here's what I've come up with:
Hangar Bay
First thing I made was a nice and smooth extension of the middle part to fit a medium size hangar bay. Outer docking pad was good but parking your SV outside without shields is a NO for me, especially if you have a few of them. Apart from that I thought of getting HV's onboard so there are ramps by the Hanger doors on both sides operated by a switch with lighting and holographic indication. Repair bay is also relocated there. Part of the hangar is used as a suplementary storage area and workshop extention.
To make the hulll more steady and to add some curves wings were added on the back. Those may be used for additional weapon or decoy systems. In this very design they posess more decorative and stability function.
Power
To feed all those thrusters, turrets, constructors and other devices onboard you need hell lot of power. This was ment to be a deep space exploration vessel so now it has max possible efficiency resource wise. In idle state it consumes -79W (yeah, It actually generates power when not used). That was achieved via adding 24 solar panels and a few logic circuits. With previous type of solar power system (with capacitors and small panels) this ship could ran only on solar power without any need in prometium, but that was changed so now you'll have to fuel it once in a while as it has a pretty modest (33 600) Fuel Tank. Though in idle mode you can leave this ship on a public server for pretty long with your crops happily growing.
Systems upgrade
A few systems ware adopted for long range expeditions. First off all, hull was reinforced with sathium to sustain a few more shots. Weapon systems were upgraded defence wise (It's not a combat ship but it still has some nice 360 layout, current version has only minigun turrets for point defence but there are aditional hardpoints for some solid gear). There's a small workshop (2 advanced and 2 small constructors), little garden with a kitchen (9 grow plots) and maintenance area, featuring advanced rep bay and a rep station. Cargo system was adopted for a long run resources, components, materials and different salvaged stuff accumulation (320KL Harvest, 236KL and 228KL Cargo and 80KL Ammo controllers). Separate containers were added for personal stuff, stuff for sale, boosters and so on. Mining Turret was mounted on the upper front part of the hull (easily converted into a powerfull multytool) in case you're running low on supplies.

BRIEF
- LVL 25
- CPU T4 (all 8 the extenders)
- 236 000 and 228 000 Cargo controllers
- 320 000 Harvest controller (used for stocking up with mats and salvaging
- 80 000 Ammo controller
- 2 Advanced and 2 Small Constructors
- Mining turret
- 2 Passenger seats
- 21 Turret hardpoints (Currently 8 minigun and 1 laser turrets)
- 7 Weapon slots (3 laser and 4 Artillery Cannons)
- Shield (20 350 advanced + large upgrades)
- Warp Drive
- Advanced repair bay
- 24 Solar panels
- Medical Bay (full)
- Kitchen (with 9 grow plots)
- o2 stations, armor locker, LCDs and what else...

Originally used with https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2636117437 and https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2638428166

Grab it while it's hot and stay tuned for more Junkie hull upgrades.
21 Comments
Yascherrica  [author] 9 Jul, 2022 @ 1:16am 
@morevision solarpanels work just fine for me in RE... I look into it one more time later today.
morevision 6 Jul, 2022 @ 2:19am 
miss solar panel?
Yascherrica  [author] 2 Jul, 2022 @ 2:48am 
Done
Yascherrica  [author] 1 Jul, 2022 @ 12:40pm 
OMG this one is so outdated I gona take a fresh look in a few days, I promise =)

It was like the first CV I published =) Way before Cyclop set was introduced.
Hemberg 2 Mar, 2022 @ 1:24pm 
Oh, and we had to swap the port Hangar door for a 7x5, to fit a Cyclops heavy fighter inside as a ready bird. It came out not toooo ugly. We even painted it.
Hemberg 2 Mar, 2022 @ 1:16pm 
Hi there, after utilising the Cyclops Mk I for great effect - not combat though - we skipped the Mk II and built this baby.

First impression - great, just a few flaws.

The blueprint comes with 5 T4 CPUs. We had only 16% efficiency on CPU, but then found five of them in the list. After taking one out, it reset and works properly on 100%.

We had to get rid of the 1000hp windows on the sides. They are twice the size as blocks, so they have effectively 500hp. The sqare ones even only 250hp per 1 square surface.

My wife does not like "unpractical" interior like the kitchen, so that had to go :-D I don't argue. (it does not show up in the WIFI list and food does perish in there)

We did not fight with it yet, but that will be on our list tomorrow.

Where are the solar panels?
Yascherrica  [author] 1 Dec, 2021 @ 2:58pm 
@Brahma you can use it to link decoy generators or in case you're installing aditional emergency generators or if you're running with a T1 repbay or half of the thrusters so you don't need that much power, especially with idle shield. Tune it for your personal needs.
Brahma 1 Dec, 2021 @ 2:14pm 
ya...got it, so can I ask what the AuxPower signal does in the ship?
Yascherrica  [author] 1 Dec, 2021 @ 2:06pm 
@Brahma
This one was made for Reforged Eden, so in Vanilla game smth may go wrong 'couse of missing assets
Yascherrica  [author] 1 Dec, 2021 @ 1:58pm 
@Brahma

It's pretty easy to catch a bug in creative. That's how I do usually:
1. Build smth in creative.
2. Go into survival with CPU, mass and volume ON and check if everything's working fine, logics all good, thrust's enough.
3. In survival fly a couple of hours doing different stuff, testing all the ship systems.
4. If everything works just as t should I go into reforged eden survival and start all over.

In creative stats are sometimes wrong, logics may not work properly due to large amount of unfinished bps... That's why people do not recomend to change game mode in survival not to ruin the game.

It's actually a good thing to verify your game local files via Steam once in a while.