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    DSCC Turtle Island 1.0

    Originally lovingly built on the Official Test Server with my own hands and tested extensively for single-pilot use, I bring you my own pride and joy, the Deep Space Colonization Carrier Turtle Island. Something that truly must be experienced to be appreciated.
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    Ever been building a station, or series of warp gates, only to think "what I really need for this job is another damned station!"

    Yeah. Me too. The logistical concerns involved with safely building a new station can be quite difficult to deal with. A myriad of problems present themselves. When cut off from regular supply lines, or seeking to extend them, Turtle Island gets the job done.

    I made this to facilitate the moving and/or building of whole stations, or a series of small ones. Moving cargo, and/or ships. A thoroughbred workhorse that has seen good amount of service.

    While made for a single pilot to operate, she's even better while manned with a crew. I kept the facilitation of RP interior design of the living/working spaces in mind from beginning to end. There's tons of room, man-able ships with gravity field access, elevators, centralized teleport pad, wireless logic for pilots to quickly and securely launch a Death Rattle they're flying with the push of a button on the hotbar, etc..
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    Turtle Island will allow whole factions to pick up everything and hare off into the unknown to start over with ease, having a jolly RP along the way. A true long-range colony ship that can even be dismantled to construct a new station upon reaching the destination, while still able to defend and supply everything needed.

    This of course brings us to the matter of speed.

    In order to facilitate speedy trans-galactic travel without warp gates, making you able to lend aid or a ride for your friends, or delivery of military defense assets in timeframes much shorter than expected and do it from anywhere in the galaxy, Turtle Island has been specifically designed for black hole gravitationally assisted travel.

    When completely unloaded, she hits 136.7 m/s
    When loaded with her subsidiary craft, she hits 106.8 m/s
    When her 944k cargo is also completely loaded, she hits 99.5 m/s
    When skillfully piloted, she typically reaches an average trans-galactic cruising speed of between 400-500 m/s, where she will stay for the duration of a trip from the center of the galaxy, all the way to the edge and beyond.
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    With thrust that allows her to very slowly alter course at TG speeds without appreciably losing speed, (so long as you slowly turn the bow with the particle tunnel and using only side-thrust) as well as a reasonably charging jump-drive, she can deliver heavy assets of all kinds to a deep-space work site.

    3 Anti-Gravity bikes and 2 of GI industries Aerobikes are in the rear of the midship bay to facilitate ship to ship or ship to station movement by personnel, while two Death Rattle Pocket Destroyers that can be individually launched slumber in their bays, ready to defend their home.
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    Can't carry everything you need? No problem. Build it on site using 4 hungry ghost miners which may be piloted or used as drones to serve your mineral needs. Internal access for them is at the bottom of the starboard main bay.
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    A L'il Shaman Yard Rescue tug is docked behind the bubble atrium with access hatches, to assist in repair or management of turrets and smaller craft. It's pull cannons WILL pull Turtle Island, though slowly and with continuous fire.

    It has bow and stern universal docking-compatible setup with cameras, allowing it to dock in surprising places to lend it's power and shields to a new or damaged structure, while offering covered access for personnel, 2.1 million shields and AMS coverage, while it's combat craft crawl the void, waiting to attack interlopers. Two anti-fighter missile turrets on the tower help to finish off whatever breaks through.
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    Need to move on? Too big to dock? No problem. Leave a Death Rattle parked there to provide over 1.5 million e/sec power generation, and half a million shields, along with being a heavy man-able defense craft.

    There are just too many small design features to list, but there is documentation onboard for the highlights. The rest is pretty self-evident.

    And now, WARNINGS!

    During times of normal operation, Turtle Island has more than enough power to do everything and shields enough to pretty much ignore the fire of many stations. All while delivering combat or other assets to a field of engagement, or running a blockade. However, should the radar jammer need to be employed to help the AMS to fend off missile attack, you MUST engage the auxiliary battery.

    Then everything's fine again. You may maneuver and charge the jump-drive at will. :)

    Should the unthinkable happen and catastrophic Auxiliary Array failure occur, it is both distance and armor isolated from the ship's main systems, buffering them from secondary explosions and allowing the craft a chance to disengage from the enemy even when badly wounded.

    MOST IMPORTANT WARNING!: At trans-galactic cruising speeds, one must plot their course carefully. Unrendered stars will fry your ship just the same as rendered stars and once in a blue moon, an unavoidable pirate station will come outta nowhere to pretty much stop you cold.

    Traveling along the star grid, avoiding stars, or traveling outside the plane of the galaxy at these speeds is recommended.

    I hope you enjoy it as much as I have!

    Explore it's spaces and functions. Have a seat in the pilot's chair, take it for a spin by a black hole, then just when the side thrust starts to lose the battle to gravity, JUMP to the next system and start your sojourn!
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    Swiftstone
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    1. Forgot to mention!

      The combat craft launch/return buttons operate as a toggle. Port and starboard Death Rattles are...