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at the very least for some mega thrusters and gyros
The ship is 392 blocks long (so far)
One block is 2.5m
2.5m * 392 = 980m
980m / 1600m = 0.612 or ~2/3
1m = 3.2808ft
280 * 3.2808 = 3,215.2ft
3,215.2ft / 5,249ft = 0.612 or ~2/3
Block size source: http://spaceengineers.wikia.com/wiki/Category:Blocks
also i would recommend the shields mod, as they were light, agile and fast (for their size) due to low armor, they survived due to shields (the impstar/impstar deuce)
your plans about interior and exterior details are very impressive, as well as sticking to the vanilla version at the same time!
i just love em big ships...
@bad humour: im pretty sure Pyravia ment outer rims of planets SOI where gravity is quite low, star destroyers were not supposed to go into the stmosphere and land they would collapse under their own mass, if i recall corectly. Though there is no structural integrity in SE, but you would need some nasa class pc to manage such sim anyways ;p
I that is actually the plan, only the lights will turn on when players are nearby to give the illusion that the lights are always on. This will be (painfully) implemented torwards the very end of the project when the internal layout is finalized. The end goal is to have everything properly labled too; so once the internal layout is complete I remove all light sources, cameras, ssensors and doors, then go through and set everything up one room at a time. I have set this up before and I agree, it definately helps (about 2-15 FPS for me on ships half this size). Some doors will not be automated though, primarally blast doors (hanger doors), bunks, utility rooms and areas, and so on. ^D^ Thank you for the suggestion though, you are on point with this!