Dan' Stargate ships Emporium

    The lights are...

    • Too dim

      Votes: 0 0.0%
    • Too blue

      Votes: 0 0.0%
    • Not blue enough

      Votes: 0 0.0%
    • Sometimes not blue enough

      Votes: 0 0.0%
    • Sometimes too dim and too blue

      Votes: 0 0.0%
    • Sometimes too dim, but not blue enough

      Votes: 0 0.0%
    • Sometimes too dim, but otherwise fine

      Votes: 1 50.0%
    • Fine

      Votes: 1 50.0%

    • Total voters
      2
    • Poll closed .
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    Couldn't figure out how to rig a self-destruct btw, and after trying I gave up, for the time being, so if anyone knows how to make one that would be great. I'm not talking something super advanced here I literally just need to know how to make those warheads blow up using the logic system, I'm sure I can figure out the rest on my own, it's more rewarding like that anyway. Just too lazy to figure out how to make the warheads explode, and frankly I decided to prioritize working on the interior rather than trying to figure out how to blow the ship up for the time being.
     

    Skwidz

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    Couldn't figure out how to rig a self-destruct btw, and after trying I gave up, for the time being, so if anyone knows how to make one that would be great. I'm not talking something super advanced here I literally just need to know how to make those warheads blow up using the logic system, I'm sure I can figure out the rest on my own, it's more rewarding like that anyway. Just too lazy to figure out how to make the warheads explode, and frankly I decided to prioritize working on the interior rather than trying to figure out how to blow the ship up for the time being.
    I think Schine removed the ability for the warheads to damage blocks. It used to be that you could trigger the warheads with r, damage, or logic. I think the r and logic triggers took a bit for the warheads to detonate or required a second triggering action
     
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    I think Schine removed the ability for the warheads to damage blocks. It used to be that you could trigger the warheads with r, damage, or logic. I think the r and logic triggers took a bit for the warheads to detonate or required a second triggering action
    hmm oh well, doesn't really matter in the end it would just be kind of cool. Will keep trying though.
     
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    Made some functional stasispods fitted on a rail system, a bit bulky unfortunately but a good start
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    [doublepost=1542482810,1542481999][/doublepost]Made some improvements, now it looks somewhat less bulky, though I wish it didn't have to take so much space so it could be easier to implement on the rest of the ship.
    starmade-screenshot-1830.png
    [doublepost=1542483921][/doublepost]Made a room for the stasispods.
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    [doublepost=1542486215][/doublepost]Finished one stasispod room

    Also got sick of walking 200 meters or so every time I wanted to show off any progress of the internals, so I made a transporter closer to the power distribution centre (believe it or not it is getting seriously difficult to find space to incorporate transporters into the ship seamlessly)
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    Entrance to the first stasispod room
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    Finished stasispod room, haven't added any stasispods yet obviously, that will take some time.
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    Also renamed the blueprint name and decided to jump straight to iteration number 50 as it was getting annoying adding all those X's to the name.
    starmade-screenshot-1835.png
     
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    Needed a break from the battleship, so started on a puddle jumper, unfortunately the logic of the drive pods are giving me a massive headache so idk might scrap it
    starmade-screenshot-1836.png
    It also doesn't leave much room for the Rp elements, so it sort of defeats the purpose of the thing
    [doublepost=1542492595,1542492208][/doublepost]Turns out I made it overly complicated, however, it unfortunately still doesn't leave much room in the cockpit
    starmade-screenshot-1837.png
    [doublepost=1542493288][/doublepost]It has a cloak, however it consumes a lot of power so its annoying, additionally the drive pods disappear once you cloak, which sort of breaks immersion but there's not much to do about that unfortunately
    starmade-screenshot-1838.png
    [doublepost=1542493614][/doublepost]Jumper compared to the battleship
    starmade-screenshot-1839.png
    [doublepost=1542495908][/doublepost]Going to add two hangars to hold at least two jumpers
    starmade-screenshot-1840.png
     
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    Added the two hangars as promised, also docked one jumper
    starmade-screenshot-1841.png The bay doors read "Sen 1" and 2 respectively, obviously modified the Latin for "open space" or "cavity" to make it seem Ancienty (I literally have no idea what I am doing with that language, but hey at least I try)
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    A view of the staircase leading down to the hangar bay floor
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    The view of the hangars without the jumper.
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    The control room, with a functional door control console
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    View from the control room with a docked jumper
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    [doublepost=1542499357,1542499153][/doublepost]Hangars located here on both sides of the ship
    Sts 1849a.PNG
    [doublepost=1542501491][/doublepost]Added a door to engineering from the core room
    starmade-screenshot-1852.png
     
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    Attempting to make some more diverse light fixtures
    starmade-screenshot-1858.png
    [doublepost=1542509709,1542508057][/doublepost]Made some improvements and also finished the mess hall
    starmade-screenshot-1859.png
    [doublepost=1542511010][/doublepost]Retrofitted the ship with some of the new lights
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    kiddan

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    Loving your progress so far! Voted, "Sometimes too dim, but otherwise fine," because nobody wants to approach a urinal in a really dark corner. =P
     
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    Added slightly more detail to the wings
    starmade-screenshot-1866.png
    [doublepost=1542512633,1542512529][/doublepost]
    Loving your progress so far! Voted, "Sometimes too dim, but otherwise fine," because nobody wants to approach a urinal in a really dark corner. =P
    Hahahah agreed, I hope that the new light fixtures will help to alleviate this issue
    [doublepost=1542513321][/doublepost]Added some inner ship remotes to control the hangar bay doors when flying the ship, now going to bed after successfully ruining my circadian rhythm once again.
     
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    Added the chair control room

    Hallway leading from what will become the medbay of the ship, leading into a corridor and to the chair
    starmade-screenshot-1870.png
    Corridor
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    Planned easy access route to the core room
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    A better shot of the corridor, with a window to space
    starmade-screenshot-1873.png
    Some more lights as it was very dark here, though these are subject to change as it is still quite dark in this corridor.
    starmade-screenshot-1874.png
    View into the chair room from the corridor
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    Small space adjacent to the chair room, will in the future include some monitors and consoles.
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    A closer look at the chair
    starmade-screenshot-1877.png The ceiling
    starmade-screenshot-1878.png
    The chair is actually somewhat useful, housing a build block
    starmade-screenshot-1879.png
     
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    It happened, I was trying to get to the new crew quarters I just made, and I got lost. At last, the internals are beginning to become decently extensive.

    Connects with the other hallways through the power distribution centre and also connects through to the mess hall
    starmade-screenshot-1883.png
    6 more rooms for crew
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    Also added a molecular construction device in the mess hall, to synthesize food stuffs.
    starmade-screenshot-1887.png

    .. It is of course entirely plausible that my sense of direction is just awful and that I got lost because of that.
    [doublepost=1542571093,1542568657][/doublepost]Okay, so it seems the docking can be a bit temperamental, hopefully just a one-time occurrence.
    starmade-screenshot-1890.png
    [doublepost=1542572952][/doublepost]The turrets are too weak to do any real damage and will be redesigned
    starmade-screenshot-1903.png
     
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    Got bored so started a side project, I'm thinking about making a science outpost which would work much in the same way that Lantean city ships do, so that's why it's a ship and not a station
    starmade-screenshot-1930.png
     

    Reilly Reese

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    You're making outstanding progress.

    It's good to see StarMade getting some quick learners and solid builders again, the community reserves were getting pretty darn dry.
     
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    You're making outstanding progress.

    It's good to see StarMade getting some quick learners and solid builders again, the community reserves were getting pretty darn dry.
    Thanks man, been a long ride to get to where I am today hahahaha. Had the game since probably 2014, but kept forgetting it even existed until a few years ago when i started playing it a lot, love the game and hope it picks back up again with people it has great potential to be an amazing game.
    [doublepost=1542682101,1542680107][/doublepost]Man thinking about how long I have had this game made me dig up some real steaming piles of shit from my blueprints which shows the quantum leaps from one try of making an Aurora to another, enjoy..?
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    Look at this gigantic framerate murdering monstrosity here:
    starmade-screenshot-1972.png
    What on earth was I thinking am I right hahhahaha
     
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    Made a cute little mining ship, currently explodes violently when it takes damage because the shields aren't stable enough but I'm working on it.

    Supposed to be unmanned because mining is tedious work, but it is RP friendly and can house a crew of 1
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    Really like showcasing the size of smaller ships using the Aurora.
     
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    Started having some fun trying to make wraith ships with turrets for main weapons, really annoying but might pick it back up later.
    sms 2001.PNG
    [doublepost=1542745754,1542742157][/doublepost]Made some more crew quarters and added a shower because people get dirty.

    Also tried making a spiral staircase of sort
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    It happened, I was trying to get to the new crew quarters I just made, and I got lost. At last, the internals are beginning to become decently extensive.
    I find port and starboard markers at the end of hallways and at the mid ships point help to keep a sense of direction and adds points of interest to break up passage ways and add some depth. I also like having a point in the vertical levels of a ship that is 'below decks.' I've done this on the Yamato, at a certain level the hull changes from blue to red, I've kept the colours showing internally in places like the elevators so you know when you've gone 'below.'
    Changing lighting and dominant colours also helps, ie I have a docking area where I use a lot of hazard, have yellow lighting and decorations, yellow deck is docks. Similarly I keep the birth deck lighting dim and cool and have the mess hall lighting bright and well lit. Lighting is the easiest way to give a subtle sense of a change of place. Doesn't have to be over the top, just little highlights here and there, if the highlights are predominantly a certain colour on certain decks or locations it helps to define the place without breaking your overall theme.
    Detailing a big ship is a lot of work and takes time and multiple passes on the detailing.With your passages I think you should break up your floors and ceiling some. You have a good theme in the walls but the floors/ceilings are all one block which is visually overwhelming. Floors and ceilings in ships always have hatches and panels, rivets, lumps, bumps, carpets, mats, vents, grates, piping, girders, scaffolding, etc. Take a look on google images at internal pictures of ships, commercial and military, lots of ideas there.
    Big job for sure, but you're already breaking it up a bit with side projects which is the way to go. Keep at it.
    ;)
     
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    I find port and starboard markers at the end of hallways and at the mid ships point help to keep a sense of direction and adds points of interest to break up passage ways and add some depth. I also like having a point in the vertical levels of a ship that is 'below decks.' I've done this on the Yamato, at a certain level the hull changes from blue to red, I've kept the colours showing internally in places like the elevators so you know when you've gone 'below.'
    Changing lighting and dominant colours also helps, ie I have a docking area where I use a lot of hazard, have yellow lighting and decorations, yellow deck is docks. Similarly I keep the birth deck lighting dim and cool and have the mess hall lighting bright and well lit. Lighting is the easiest way to give a subtle sense of a change of place. Doesn't have to be over the top, just little highlights here and there, if the highlights are predominantly a certain colour on certain decks or locations it helps to define the place without breaking your overall theme.
    Detailing a big ship is a lot of work and takes time and multiple passes on the detailing.With your passages I think you should break up your floors and ceiling some. You have a good theme in the walls but the floors/ceilings are all one block which is visually overwhelming. Floors and ceilings in ships always have hatches and panels, rivets, lumps, bumps, carpets, mats, vents, grates, piping, girders, scaffolding, etc. Take a look on google images at internal pictures of ships, commercial and military, lots of ideas there.
    Big job for sure, but you're already breaking it up a bit with side projects which is the way to go. Keep at it.
    ;)
    Thanks for the tips man, will definitely look into making the roofs more unique, the floors will be difficult to do anything major about since it seems to be fairly unchanging in the show, currently examining the roofs from the show though hahahha. Again, thanks so much for the feedback, I love all the feedback I get here it is immensely helpful.
    [doublepost=1542819192,1542819048][/doublepost]Counted the number of crew quarters again and I'm up to 37, so making grreat progress on thaattt
     
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    Added some more details to the midships section on the outer hull, also added more docks to allow for easier switching and exiting from the ship without having to use an airlock and run through several hundreds of meters just to enter and exit the core to do side projects.
    starmade-screenshot-2023.png
    Also just realized that I haven't made an airlock, so yeah should probably fix that like now
     
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