Turret bases significantly reduced in block count.
Included bowl template reduced in volume, allowing for an additional 2850 blocks below it
(that's almost half of the 6000 reactor blocks needed to power one such turret).
This design had become obsolete and required an update. This is the first of a 2-phase update. In this update we:
- improved the weapons systems
- replaced the turret
- reworked the chambers and defenses.
- Moved turret backward by one block (base covered hull details beneath)
- Rearranged 3D buttons around pilot seat (sometimes caused astronaut collisions)
Wings deployment has been overhauled,
If you hold the turret rail control, the wings will deploy, and if you hold “C“ the wings will close.
Other changes:
- Systems have been redone
- Proton Torpedoes added
- Nosecone & Central body have slab walls instead of slopes.
...SYSTEM REPAIRS AND ALTERATIONS:
Modernized all basic systems within main entity and docked assets
Redesigned onboard weapon setup
New turret arsenal:
removed all inadequately small AMS turrets
replaced all small offensive turrets with proper AMS turrets
replaced heavy-but-ugly missile...
...no longer vanish via cloaking, if launched unmanned (this is still iffy).
Switched to stronger armor on the gun part of the artillery cannon turret, and slightly modified the detailing on the other heavy turrets, for less collision with their bases.
Added external buttons for the hangar bay...
Noticed some bleed through of interior blocks on the exterior near the back turret. This is now resolved.
Restricted the turn radius of the back turret so the barrels can’t hit the main body of the ship.
Minor visual tweaks.
A small round of fixes:
Added a button in the bridge to restart the logic clock controlling the navlights
Reinforced the turret docker with additional armour
Fixed the odd-looking armour plating on the passenger side of the runabout
Small system fixes
1. turret-barrel was missing 2 wedge-blocks.
2. lights clipping player at the oxygen-garden; added a new display.
3. the 3 main locker-rooms how have gravity-units.
4. updated look for the CIC-room and cargo-area. (mainly ceilings and walls)
5. cargo-platform now has 2 sets of buttons on both...
Refitted for QF, the Heavy Miner has the same salvager as previously but that's about it.
Complete overhaul of RP areas and comsetics, new crew lift to cargo bay, dock & cargo logic and turret and beam upgrades.
The systems setup of both the main entity and its turret arsenal was modernized to new configs
Restyled the four small offensive laser turrets
Removed outdated and unobtainable blocks (Power Supply and Shield Drain modules used decoratively)
Made fully accessible by fitting Public Permission...
The systems setup of both the main entity and its turret arsenal was modernized to new configs
Removed 8 of the previous 16 small offensive laser turrets
Several minor improvements to aesthetics and convenience
Fixed all the turrets that weren't firing. Also added a second Pirate Station Alpha with the Bm combo for it's beams while the first one now has Bc combo for beams. Next up is the Pirate Station Gamma now has a shipyard version like the beta does. Also added an addition turret for the alpha with...
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