Except while you did it in 3 months, this project has been going for 3 YEARS! It doesn't help that every time Schema updates the game Kep has to change his ship to include the stuff that update brings. At least he's on the home stretch, until the next major update at least.
Yea, and I only work a few hours per week on it (like 3-4 hours). Honestly, it'd probably be finished already had it not been for rails which forced me to heavily modify all the turrets to accomodate.
Pretty self explanatory, I revamped the hangar with rails and adjusted it for the new shuttle. The opening/closing sequence is controlled from the shuttle (in flight mode) with a hotbar activator and wireless logic. It opens up at the click of a button and is just a lot more convenient than manually opening the door and everything.
It would be invisible if shading bugs weren't a thing...
The hangar is located here:
This marks the END OF THE RAIL REFITS, WOOOOOH. I'm now back at the point I was before the rail update. Meaning that I'll go back to working on systems, unless I find something else that needs work on (I probably will, sadly...). So yea, that's it for today, I hope you enjoyed the read!
It's been a while since I posted an update, and I apologize for that. I just took a serious motovational dip the last month (probably due to how tedious the shield molding was). Luckily that's pretty much done, and I'm now working on finishing up the super weapon. After that, the only things left will be finishing the systems and repairing everything that broke because of updates.
Because the ship is so big, that he has to use the area build thingy. But that's blocky, on a ship with lots of funky angles 'n' shit, so he has to completely blockify the interior, to allow him to use the area build thingy. Ya know?
Because the surfaces of the ship are all angled I couldn't just use advance build mode to place down chunks of systems, because a lot of them would be placed out of the ship. So I had to mold the interior of the ship with something to make it more blocky. The reason I used shields is because they can be placed in any possible configuration.
Also, in combat once the shields drop, the shield capacitors become useless, so having them all right behind the hull/armor means that they'll be destroyed instead of a useful system.
It wasn't hard to do, just extremely long and tedious. If you ever fill up something that has some 3D slanted surfaces (basically not all flat) you'll understand.
Because the surfaces of the ship are all angled I couldn't just use advance build mode to place down chunks of systems, because a lot of them would be placed out of the ship. So I had to mold the interior of the ship with something to make it more blocky. The reason I used shields is because they can be placed in any possible configuration.
Also, in combat once the shields drop, the shield capacitors become useless, so having them all right behind the hull/armor means that they'll be destroyed instead of a useful system.
It wasn't hard to do, just extremely long and tedious. If you ever fill up something that has some 3D slanted surfaces (basically not all flat) you'll understand.
ok thanks now i get it. i have tried filling in a very rounded ship but not in a long time and i had forgotten. this is y i think they should add an area fill option.
Just my luck that I'd find the best ship ever, and have a computer so dreadful that it can hardly even play SM at the moment.
I miss my good computer. RIP (2011-2012, 2015).
Yeah... It was a powerful computer... Not a durable one.
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Oh my god that's fantastic. Have you found a way around the logic visual update range thing yet? Otherwise I'd recommend making the rings somehow rail based too, since the forcefields might not update visually when viewed from afar.
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