Storyline Based Design Competition

    Section 1 Voting - The Best Suite?

    • StormWing0's Entry

    • OfficialCoding's Entry

    • DeepspaceMechanic's Entry


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    In this section of the story you have been tasked with designing an aesthetic power generator.
    Presenting the "Nucleus MSR-TEG-80":

    1.png

    I took the liberty to go a little bit above the defined limits.
    This is a modest Level-31 generator, with a power output of 5,000,000 e/s.
    As a bonus, it also contains a 120,000-module shield recharger, with a brut recharge rate of 3,000,000 HP/s.
    Best of all, it kinda looks like (because it's loosly based on) the famous DSS-02 shield generator from Star Wars!

    Just kidding... That was templated from one of my stations... But I have something arguably fancier here:

    Since this second stage of the story/competition mentioned a "generator" instead of a "reactor", I chose to build something with a twist. As implied in its name ("MSR-TEG-80"), this system combines a nuclear reactor as a source of power ("MSR" = molten salt reactor) and a steam turbine with a built-in alternator as a source of electricity ("TEG" = turbo-electric generator). Radiological hazard symbol, five reactor conduit outputs, spinning turbine rotor, animated electrotechnical readouts, you name it, it has it all.

    See it in action in the GIF at this link:

    http://i.imgur.com/seZBnOH.gifv

    Nucleus reactor-generator.png

    Download below (TEMPLATE of the reactor-generator itself, BLUEPRINT of the docked turbine rotor)
     

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    My eyes started bleeding when I saw the first picture.... then I read the rest of your entry and saw the second picture, now they just leak water.

    Beautiful, really set the bar high for the second stage of the competition DeepspaceMechanic
     
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    Presenting the "Nucleus MSR-TEG-80"

    Forgot to mention that there's actually room for around 100 more power reactor blocks, besides the current 80, in that white sphere.

    And of course, if it has to be installed within smaller ships, the "turboelectric generator" part can be removed all together; it's just for the show.
     
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    In response although not complete - a sneak peak at a concept I had in mind. Probably not suitable due to overly large details on possibly too small a prototype - but here you go!


    Still deciding on whether I like it or to scrap it for design #2 that I've worked on. Would be nice to hear any opinions early on.
     
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    In response although not complete - a sneak peak at a concept I had in mind. Probably not suitable due to overly large details on possibly too small a prototype - but here you go!


    Still deciding on whether I like it or to scrap it for design #2 that I've worked on. Would be nice to hear any opinions early on.

    I like it.

    It's of a nice, unusual overall shape.

    A wider-than-tall cylindrical reactor is something I don't think I seen before.

    The hazard stripes, the green glow, and the windows are nice touches.

    I'd change the basic armors to standard armor, and work some more on a few spots where cubic blocks stick out too abruptly.

    Would be interested in the second prototype you mentioned too.
     
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    I like it.

    It's of a nice, unusual overall shape.

    A wider-than-tall cylindrical reactor is something I don't think I seen before.

    The hazard stripes, the green glow, and the windows are nice touches.

    I'd change the basic armors to standard armor, and work some more on a few spots where cubic blocks stick out too abruptly.

    Would be interested in the second prototype you mentioned too.

    I've been working on some earlier game designs for components recently, particularly along the lines of aesthetics for factories and the like. It's given me a bit more of a view into how I'm building and what proportions I think are acceptable for different projects. A revamp on the design for type #1 generator is coming through as well. Will be releasing the factory designs on the community content as templates (or pack) hopefully tonight or tomorrow.
     
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    After multiple attempts at revamping the design for the type #1 generator, I have decided that slight tweaks are more favourable at this time. So here I present to you my entry to Section 2 of the competition, also uploaded to the starmade dock templates section - The W.E.C. ProtoGen MkI!



    (Shameless) Download link -
    https://starmadedock.net/content/w-e-c-protogen-mki.7900/
     
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    • Legacy Citizen 8
    Congratulations everyone on their previous entries and especially congratulations to DeepSpaceMechanic for the winning entry of Section 1! Runner up goes to OfficialCoding, well done! Now let us move onto Section 3:

    Section 3 - Prototype Testing


    After the developmental stages of your prototype there is only a live field test to do. Although your previous tests have shown that the power reactor/generator does indeed produce power you are eager to press on to the next step - showing your faction/company the true functionality and quality behind your work.


    Your team have suggested to use it to power small models but they do not possess the same confidence that you do. You know that this reactor is the future for your faction/company and need to make sure they understand. You personally swap over the current reactor from your personal transportation vehicle for the prototype design. With this level of presentation you are sure to show they made the right choice in giving you the role as head of the Research and Development team! After working to integrate the prototype into your personal transport vehicle you are your team unveil it to those who came to see...


    In this section of the story you have been tasked with designing your own Personal Transport Vehicle (PTV) using the previous generator/reactor as a feature. The rules will be as follows:

    1. Must have your generator/reactor prototype visible (either outside or inside the vehicle)
    2. The PTV must not have weapons or armaments, it is purely for movement only
    3. Designed for a singular pilot (it is not designed to carry multiple people)

    This task is focused on your ability to make designs for the body of a smaller ship. There are no size restrictions so you may travel in style and votes will be taken for both the
    Interior and Exterior of your PTV. Do be aware that the PTV is not intended for cargo hauling, combat or other features outside of travel.

    The due date for this section of the competition will be on the 15/08/2019. This should give those entering enough time to come up with a suitable design for their PTV. Voting as with the last section will end on the same date, giving plenty of time to cast your votes for the previous round once the poll opens. Good luck!



    Could a moderator please remove the poll from the thread, so that a poll can be placed for Section 2. Thank you!
     
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    Congratulations everyone on their previous entries and especially congratulations to DeepSpaceMechanic for the winning entry of Section 1! Runner up goes to OfficialCoding, well done! Now let us move onto Section 3
    Honored to have won the approval of the voters (y)

    Thanks, I'm glad you liked the private suite I built, it was a fun little architectural challenge.

    Also very glad to see the story/competition taking its next step. I imagine building a ship will be the funnest challenge yet for most who wish to participate.

    However, I had some concern about being able to randomly guesstimate the ideal ship size/mass for the standardized Level-8 reactor we have to rely on. So I experimented around a bit, and came up with a recipe for a balanced transportation-only ship with 8,000 e/s power production. I'm sharing it hoping to help others avoid the catastrophic mistakes I would've made without the general guideline produced by my tests; please tell if this approach is somehow flawed:

    30-40 length
    290-300 mass

    2600 basic armor blocks at most (or any combination of hull materials with equivalent total mass)
    210 thrusters (2.5 TMR)

    350 shield capacitors (max 87,500 HP)
    350 shield rechargers (net 7,000 HP/s)

    FTL chambers: Base + Autocharge + Distance Lvl2 + Multicharge Lvl3 (65% RC)
    Mobility chambers: Top speed Lvl3 (30% RC)

    The power consumption in my tests of a prototype with the extact tech specs above was 96% with full thrust + jumpdrive charging, and 98% with full thrust + shield recharging. Thus, the jumpdrive autocharging must be turned off while the shield recharges (eg. when under fire).

    But I think this is much preferable to reducing armor mass (to reduce the power load of jumpdrive charging) and also the shield recharger block-count (to reduce its active-state power load) to be able to have both systems working simultaneously.

    EDIT:
    Making these modifications to the recipe above, with everything else left the same, seems to enable everything to work at once, at the cost of some shield recharge and reduction of total stored jump charge to 8 (2x4) sectors from the previous 36 (4x9):

    270 shield rechargers (net 5,000 HP/s)
    FTL chambers: Base + Autocharge + Power efficiency Lvl3 + Multicharge Lvl1 (70% RC)
    Mobility chambers: Top speed Lvl3 (30% RC)
    98% power load with full thrust + jumpdrive charging + shield recharging
     
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    please try to make not alot of entries that require parts of the predescending entries. You get less participants this way. In some cases its justified, like with the reactor prototype. But be carefull about it.
     
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    please try to make not alot of entries that require parts of the predescending entries. You get less participants this way. In some cases its justified, like with the reactor prototype. But be carefull about it.
    That's a reasonable concern, given that we barely got any participants so far (probably mostly due to the current popularity level of the game/forums, instead of some shortcoming of the competition itself).

    But I think the continuity aspect of such a storyline-based competition is the most fun of it all. Having to reuse what came before is a key thing, otherwise it might as well be just a series of totally unrelated building challenges.

    Under ideal circumstances, the interdependence of the stuff we build in different sections should be maximized. That would make the creative process very much different (in a good way) from building on our own without an underlying roleplay narrative.


    Also:
    Could a moderator please remove the poll from the thread, so that a poll can be placed for Section 2. Thank you!
    Perhaps DukeofRealms could help with this?
     
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    Presenting the FULGUR 320 personal space vehicle.

    "Fulgur" means lightning in latin, chosen because it's damn fast, while "320" refers to its mass, because it was a significant struggle to keep it below 321 mass, to keep the reactor from overloading when thrusting and jumpdrive charging at once (with 320 mass it's at 99.6%).

    Blueprint attached below.

    Experimental overall form, using lots of slabs:
    Personal space vehicle (1).png

    Unusual shape, viewed from the sides, as if the ship's nose would be tilting downwards:
    Personal space vehicle (2).png

    While there's a fully functional standard airlock on the right side, the left side has only magnetic docking capability, with the blue module's internal space used as an interior facility:
    Personal space vehicle (3).png

    Between the dual engines we have a retrofitted Nucleus MSR-80 reactor unit. Its factory-stock turboelectric generator component was omitted because of its size, weight, and needlessness it this particular application. A small thruster output was placed on its back face, following the "Moar engines!" principle. We can also see minimal visual customization compared its stock version:
    Personal space vehicle (4).png
    "Small" functional buttons on consoles:
    Personal space vehicle (5).png
    Personal space vehicle (6).png
    Personal space vehicle (7).png

    Sat in the pilot seat, one can access the core at the back of their head, as if they got jacked into the Matrix:
    Personal space vehicle (8).png

    Cockpit view from the core:
    Personal space vehicle (9).png
     

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    please try to make not alot of entries that require parts of the predescending entries. You get less participants this way. In some cases its justified, like with the reactor prototype. But be carefull about it.
    Where I understand your concerns, it is as DeepSpaceMechanic said - a storyline based idea. Now this isn't to put others off joining in, we'd like to see peoples previous entries as well, even if it's not in time for the competitions. Trying to get the creative juices flowing and keep everyone building on Starmade and designing new stuff. The more we base your projects off of previous ones, the more we all see the development of styles and building concepts and the more inspiration we provide for ourselves and others.

    DeepspaceMechanic that is beautiful! I really love the way you've incorporated it into your build and came to a very classy finish on the build itself. This is the sort of work people need more of!
     
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    not alot != not any at all

    But keep it up anyway its fine as it is.
     
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    • Legacy Citizen 8
    My apologies to all involved, I am currently suffering from computer issues and have been unable to load up Starmade without my computer throttling to unplayable levels (CPU heat ups suck). I am in the process of getting a new computer and so will be submitting a late entry to this phase of the competition (basically just a 'see what I made' rather than a vote-able entry).

    I am currently using Old Faithful to update any posts (yes that is my old laptop from the dawn of time's name). I will use Polls from the Poll Creator that StormWing0 has suggested for this round and the last round of the competition.

    I do have a storyline planned out so will be able to submit the next phase of the storyline for the 16/08/2019 for those of you taking part and will continue this storyline whilst my computer issues are being resolved. This is a heads up to all of you and a thank you for taking part in this thread. It is NOT dead and will continue.

    Thank you for your patience.

    AngelusKutona
     
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    • Legacy Citizen 8
    Hello again all!

    I have set up the Poll for Section 2 - Generating Developments. My apologies for my length away, even Old Faithful is having issues starting up (but she tries hard). As we only have one entry for Section 3 - Prototype Testing (thank you DeepSpaceMechanic) we can either assume a clear winner or extend to 31/08/2019 for other entries to come in. But without further ado...


    Section 4 - Material Interest

    Your team make a sigh of relief as your field test was an enormous success. Your faction/company were amazed by your confidence and design and you have also gained the attention of outside investors who were invited to see the prototype in action! This surely is a great step for you and a huge step for your company/faction!

    The success of the field test leaves you full to the brim with energy and enthusiasm. Such enthusiasm is what you need at this point in time as your faction/company are in need of improvements to the current mining/harvesting/salvaging systems. Your hard work on the reactor power/generator prototype has led them to believe you can vastly improve the designs on these to increase the quantity of resources that are harvested. You understand that with access to more resources, you have more ability to develop and research within your company/faction. You call the team over to the table and begin to discuss your designs and ideas...


    In this section of the story you are tasked with designing a mining/harvesting ship. The rules will be as follows:

    1. The ship is not a carrier, it is for mining/harvesting/salvaging itself.
    2. The ship is not to feature armaments, it is purely for salvaging (Anti-Missile Allowed).
    3. The ship is a manned vessel, it can hold between 1-5 people/crew (this is up to you on max crew members)
    4. It requires cargo space on the ship.
    5. Size is at your discretion, due to amount of crew you choose the ship to have capacity to hold.

    Your main focus on this is to use your ability to design a small sized ship. As a manned vessel the votes will be taken on both Interior and Exterior of your ship. The ship will be required to hold materials from any harvesting you do, please feature statistics on how much cargo it can hold and how many crew members you designed it to hold (including yourself/the pilot).


    Extras:

    • You do not need to feature your power reactor/generator, however it may be beneficial to feature it as part of 'production era'. Think of it as multiple models of ships that may feature the same power generator/reactor architecture.

    The due date for this section of the competition will be on the 31/10/2019. Extra time has been allowed due to give more room for new competitors to join in. Good luck and most importantly: Have fun building!
     
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    Section 4 - Material Interest

    In this section of the story you are tasked with designing a mining/harvesting ship.

    I'm not done yet with my creation for this part of the story/competition, I'm just posting a sneak-peak preview to bump the thread into better visibility... And maybe also to give some inspiration to either those who might want to join, or those who already decided to participate, but need some external motivational influence to start building.

    The scene below was created by despawning the main ship with the command that preserves docked entities: three decent AMS turrets, a spinnable radar dish, two antennas (slanted along not one, but two axes, for good measure), six ferocious grinding heads, and yes, four robotic arms that actually work! (Sorta)

    The ship will be released in Community Content, once I'm done with the remainder of the interior and systems, in probably just a couple days.

    1.png
    2.png
     
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