Empyrion - Galactic Survival

Empyrion - Galactic Survival

JC HammerHead mk.VI [RE]
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OMG this one is so outdated I gona take a fresh look in a few days, I promise =)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.
Brahma 1 Dec, 2021 @ 1:20pm 
I don't get it...now its working...but does it only work on survival, not creative?
Brahma 1 Dec, 2021 @ 1:16pm 
I meant the signal for warning light, it doesnt seem to work, the hanger lights dont flash at all when the doors open, or the ramps switch gets turned on, and the LCD doesnt show up when you do the same with hanger doors.
Yascherrica  [author] 1 Dec, 2021 @ 10:57am 
I've just checked the BP and there's nothing wrong with signals. "Hybernate" 's pretty useless though on this setup so just remove it or ignore.
Yascherrica  [author] 1 Dec, 2021 @ 8:47am 
@ Brahma

Logics: Hangarbay switch by the entrance only works for ramps. Hangar doors open automaticaly by proximity sensors lighting up red blinking lights in hangar and hologram at the hangar entrance door. Hybernate function was there to save power while out. I'm not sure weather I left thrusters control and other devices lincked but it deactivated all the thrusters, lights a few generators and other stuff you don't need while away.

Hangar doors sometimes bugging out if you leave docked ship near them so yeah, that's sometimes annoying. That is coused by the fame signals overlaping. Motion sensors don't track docked vihicles but hangar doors by default do. lights and signs operate by the motion sensor signal so you may encounter a situation when lights and signs are off but 1 of the hangarbay door's opened.
Brahma 1 Dec, 2021 @ 4:39am 
The Hybernates Signal logic also doesn't seem to go anywhere, I understand Landed, but the Only thing that works basically seems to be the Cabin Lights one
Brahma 1 Dec, 2021 @ 4:33am 
I found out....the darn thrusters cost Zas....However the signal logic, WarningLights doesn't seem to work fyi, The Hanger Door L and R opened, but the hanger warning light, and the LCD Docking lights doesnt seem to light up.
Yascherrica  [author] 30 Nov, 2021 @ 1:32am 
@Brahma Repair facilities use those + turrets and weapon systems, pentaxid tank I believe also use E&Z. I've just stripped all the thrusters, turrets, weapons, repair stuff, CPU extenders, shield, warp, gravity and long range radar and it showed no E or Z in mats list. If u need, I have the pretty basic vanilla variant that I can upload for you, just let me know.
Brahma 29 Nov, 2021 @ 9:36pm 
Love this ship....my only problem is, I removed all the plasma and laser turrets, and the shield, drill turret, and CPU extenders, trying to figure out where the Zascosium and Estum ingot costs are coming from, but I am still coming up with a 750 zascosium ingot cost to build this...and I really don't know where they are all from.
Yascherrica  [author] 30 Oct, 2021 @ 5:36am 
@Aristacah Thanx
Aristacah 29 Oct, 2021 @ 4:35pm 
Love it!
Yascherrica  [author] 28 Oct, 2021 @ 6:31am 
@Spanj, Hey buddy, original Hammerhead you made was so damn cool, so customizable, good looking and easy to fly with. I've spent hell ot of hours playing using this ship couse everything there is so easy to use. There's no need to travers hell lot of decks from a farm to a med bay, from hangar to flight deck, everything one may need is close. Elegant bodywork also. Very customizable. Thank you. Hope you don't mind me upgrading it a bit.