Avorion

Avorion

EVE Chimera (Concept) Carrier
9 Comments
Deaddiggle  [author] 1 Jan, 2018 @ 1:56pm 
Sent friend request. Profile set to private as of right now
Janu Hull 1 Jan, 2018 @ 11:17am 
I've got a few on my profile page, they're all public. Feel free to have a look.
Deaddiggle  [author] 1 Jan, 2018 @ 12:41am 
Post some screens hots if you'd like. I'd love to see for myself the modifications you've made.
Janu Hull 24 Dec, 2017 @ 6:25am 
I've continued to experiment with the design ingame, and I've got a few other ideas for you. One of the most critical issues I've had to address is the level of component exposure. In the multiplayer game I'm in, I've added thin layers of armor to most of the expose surfaces, which allows for overlap at the connection joints, and prevents railguns from having the chance to gut her in the event of a shield breach. I also converted the blank hull parts to armor components for additional durability and protection.

I've done a few other things that deviate her from the canon appearance, but the one I've got ingame now is about 50% larger than this one, and much like her EVE progenitor, can run the core area on Insane difficulty without having a single offensive weapon mounted.
Janu Hull 11 Dec, 2017 @ 12:48pm 
The fighter bays on the spine were partially obstructed by hull pieces (even though it was 80% unblocked, ANY obstruction neutralizes that opening), and wouldn't function. Removing them solved that. Some of the smaller openings on the sides of the ship were too small for the fighters, and confused the AI pathing. The two side hangars aft were fine, and I kept those. Also, I added a series of single block thick, square hangars over the spinal hangar to allow multiple fighters to launch and recover. The fighter logic is basically 1 hangar = 1 fighter at a time, no matter how big the hangar is. I can now handle eight fighters in the spine.

As for the rest, I added some thrusters, and made a few system tweaks to suit my own needs, but those are simply my preference. The hangar issues were the most pressing with the base design you posted.
Deaddiggle  [author] 10 Dec, 2017 @ 7:59pm 
Happy to see someone enjoying it as much as myself, I'f you dont mind me asking what were the issues with the fighters? I haven't gotten to a point in my current galaxy to feasibly use the thing so play testing is something yet to be done. I'd love the input to make changes for anyone else who wants to use the model.
Janu Hull 10 Dec, 2017 @ 1:02pm 
I've made a few tweaks in the one I'm using to make the fighters deploy and recover more effectlive, but overall, you've definitely captured the essence of the ship. I played EVE for five years, and this was my baby. Thanks for giving her back to me. :steamhappy:
Deaddiggle  [author] 2 Dec, 2017 @ 1:34pm 
I'll see if I can play with the design some and make it more maneuverable. Near the end of construction I noticed the low maneuverability stats. Just to see if it made a difference, I tried to slap a huge thruster on the end and it didn't say it would affect the pitch or yaw, so I put it out as is. Thanks for the feedback
RvnHawk 1 Dec, 2017 @ 7:15am 
a few minutes of experimentation show that you need gyros (x,y and z) coupled with thrusters/directional thrusters on the ends of the ship to make it playable. Onteresting design though