A 20 min video makes everything look so easy. I really struggled with the new area I wanted to add to my ship. We are talking full on shopping district here.
Reverting would not be a good thing in my opinion. The new config might be something you need to get used to, but it also offers a lot of new possibilities. Especially with chamber selection being a lot more varied then in the original config.
You can undock turrets deliberately if you want. Getting them shot of however will not work. If you undock them by hand, they will operate under their own power. If they are docked power modules will essentially be dead weight.
You can fiddle with the power priorities a bit on the mothership. I...
1. Turrets are protected by the mothership or station they are docked with.
2. Docked power is no longer a thing. It would not benefit you anyway because docked entities stay docked even if the rail its docked to is blown up. It was changed to prevent lots of collisions when turrets were detached.
I burned through my video card last week, so this episode is a bit later than initially planned.
More progress on the universal trading ship. A full deck of crew quarters.
3 more to go yes. I'm getting there.
As for the railing. I used the rectangular ones to emphasize the stair look. I'll try them with the rectangular ones just to see how it will look.
Well said. Watching some urban exploration videos can be a great source of inspiration as well. There is always a sense of mystery from abandoned structures.
That satellite dish can move. It will be really impressive if you can logic it to just a simple button press to rotate it in any of the directions you want.
Like I promised I’m doing a ship release today:
https://starmadedock.net/content/ws-guard.8027/
I decided on naming it the WS Guard. It’s a small ship after all but with a strong ECM package. Perfect for recon and early warning.
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