Fixed the shuttle wireless links
Fixed the backward navigation lights (red and green)
Added an automatic door to the main Airlock
I tried fixing the whole popping outside of the ship when exiting the core by moving the core so there would be more room to spawn under the core when exiting. But alas it didn't completely fix the problem. It's better, but not perfect
as a work around, sit down before you enter the core, or push "c" to align the ship before you exit the core.
(thanks for the suggestion Matt_Bradock)
Note: I cut and paste the whole ship to move the core. As a result all the displays, rails and links got screwed up. I'm pretty sure I fixed them all, but let me know if you come across any bugs.
Not a big update, but since I don't plan on updating this ship again for a while, I thought I'd get this up to date with the version I have at home.
I got really tired of closing doors behind me and then I thought, the doors on star trek ships are automatic... so I thought, I can do that Not all of them are automatic, but the important ones are.
Also a bit of cosmetic changes to the front passage way to the main airlock. I decided it could be a bit straighter so I straitened it out. No more going down and then up again to get out of the ship.
The main reason for this update is to make the ship useable after the Beam bug caused phasors to overload the power systems. Hopefully the bug will be fixed soon. But, as a result, there are now two weapon variants to play with:
Beam Phasors with Slow Nuck torpedoes or AMC Pulse Phasors with Fast Beam torpedoes.
This update is mostly to replace the beam type phasors with AMC type pulse phasors. It actually more reliably matches Star Trek Lore. The AMC's are even more powerfull than the Beams were. I've also replaced the Nuke Torpedoes with Beam Torpedoes, this will give you much more useful torpedoes, albeit, less powerful.
Minor update to fix a couple of bugs and some cosmetic stuff that's been bothering me.
Updates:
1) I know it's not "Roll Play" but I added 4 anti-missile turrets. The reason for this was that I got popped by a nuke while I was trolling around, and it really pissed me off.
2) Added a bit more functionality by moving the wireless blocks for the hanger doors to the computer room. This way if the wireless blocks get disconnected for some reason, you'll be able to reconnect them much more easily.
3) A big cosmetic change was to the back of the nacelles where I put grill blocks over them and then framed them in. It looks allot better.
4) Torpedoes are now blue
5) Fixed USD (Universal Standard Dock) so it's not backwards.
6) Added inner ship remotes on Hotbar #2 for the hanger doors, and the air lock.
7) removed one of the Jump drives.
8) added a bit more thrust. Now it's up to 1:1.1
9) added room numbers to all of the rooms.
As well as updating for the new HP system, I also fixed a couple pre-existing problems such as weapon links and no data on displays. With the new HP System update, all the armor increased the mass of the ship by over 30%. I had to add allot more engines, and Ion blocks to fix the Ion Defense System. Overall Mass went from 5.5K to 8.3K
Weapons:
4 Phasor cannons tied to one computer
- Damage Beam / Cannon 90% / Explosive 10% System Size = 3720
2 Torpedo launchers two computers
- Missile / Damage Pulse 100% System size each = 1860
Defensive Systems:
Shields: 500K with 50K recharge
Radar Jammer: Perma-Jam capable (Sorry no cloak)
Ion Effect System: 60% System Size = 4187
Ship shell = Advanced Armor
Ship internal structure = Standard Armor (not Standard Hull)
Propulsion:
1:1 Thrust to Mass
3 Jump Drives
Updates:
Fixed Weapon Links
Fixed Broken Displays
Added Decorations for all rooms
Added rail systems to all three shuttle bays
Added two type 18 shuttle pods
All shuttles now have a "hanger door opener"
Added Engines, thrust now back up to 1:1
Added more Ion Blocks. Ion Defensive system now back to 60%
Notes: with the Radar Jammer on, the Ion Effect on, and Engines at full, you've got 15 seconds of Phasors. If you're not using your engines, or your coasting, then you've got about 45 seconds of Phasors.
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