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I almost finished HV lift SV, so I would be able to publish tomorrow after some test runs. I briefly tested on 4g planet with Skaar-Ripper and worked fine. I tried to make small so now it can go through 9x5 size hangar door with Skaar-Ripper on it. Nicely fitting in the host ship hangar as well - enough loading/unloading space
If you use ctrl-shift-left click it adds 1000x. Still, I tend to run low resources so I have reason to play. :)
1) I can unload HV to the main hall, but it takes time to move it to main hagar. also 3rd person view causes some sight blocking issues.
2) once unload HV, I have to repark CV, but if you forget then the system does not give you warning, which can cause serious problem. For SV, system does give the warning that "there is not docked ship."
I quickly made HV lifter SV which can lift Skaar Ripper -BTW this HV is awesome :). This works good in terms of directly flying into the Hangar and got the warning from system in case of forgetting to park the lifter SV. I will work on this first and then finish up the base later. After all the base is for much later game.
The Skaar Ripper is the largest heavy HV I use on a regular basis. I can always work smaller though.
This is another reason to have it on top of the HV lifter, it obviously wouldn't fit in it's dock with a HV on top.
Just spitballing ideas at you anyway, because I like modular stuff, even with the game limitations.
Great to hear about the base, I imagine it will take me many days of gathering to build one!
Docking system should have tree data structure, but apparently not. That is why none of the modules have hangar. In addition, ramp for HV has to be installed on the mothership. For high gravity planet HV lifting, I may have to add low slope ramp for HV to the host ship.
BTW, I made some progress on the base thanks to your idea of hollow core, so now I can host 36 modules inside of the hangar and only 190m x 190m x 110~130m I may be able to publish the base later this week :)
If you give it a ramp up and a flat top it could carry even the largest HVs. You could conceivably make the carrier also a bit of a "drop base".
So you use it to fly a hover down to assault a POI, set the CV down close enough to run back to for repair/resupply/extra firepower, and to have a place to drop off loots if your HV gets full.
Regarding base, the shutter size would be ok for modules, but the signal does not recognize CV due to game limitation... Need to think how to solve this issue.
As far as a base goes, it will suffer drone attacks, so being able to get the modules in behind shutters or in a large hangar bay would allow them protection behind the base shields. I don't know how feasible that is.
I suppose you could go vertical, sort of a mushroom kind of shape, with ships docking around a central core. Or invert that with ships flying up into a hollow core to dock, but that would be HUGE. Like, ugh, too much work!
1) Teleporter in both bridge for instant move - can not use it in godmode
2) Front Boarding Ramp added
3) More Cargo Box added.
I also updated Ground POI Buster just in case.
What I experienced before is that if I have high speed docking, the signal seems to be lost somehow, so approach and dock slowly if you do not see the sign.
If you constantly have this problem, please let me know. I can remove the docking signal and have the LCD always on, which is not so bad.
I will also work on base to park modules - especially for storage modules. Any good idea?
It will be orbit base.
Also, this ship is huge, it takes a *long* time to run from the bridge elevator to the front of the ship, have you considered making a tiny SV runabout to fit her? I have several that work great, but something that matches the overall design would be a boon, I think.