Joined
    Mar 10, 2016
    Messages
    561
    Reaction score
    1,670
    • Likeable Gold
    • Community Content - Silver 2
    • Thinking Positive
    PROGRESS UPDATE POST #65



    Here are the results of the first two days of working on a large-but-simple ship.

    550-meter-long battleship inspired by MrGrey1's epic flagship, as well as a design that I randomly found with Google Images, shown below (don't know who to credit for that one, but it's a loose interpretation anyway).


    2.png 3.png 4.png 5.png 6.png

    1.png
     
    Last edited:
    Joined
    Mar 10, 2016
    Messages
    561
    Reaction score
    1,670
    • Likeable Gold
    • Community Content - Silver 2
    • Thinking Positive
    PROGRESS UPDATE POST #66



    Turret arsenal and engines done. Not really inspired designs, but at least the execution is elegant enough.

    And not at all well-thought-through choices in weaponry, but I don't care with this ship, I'm building it only for the benefits of the creative process.

    Those are 13 units of a 2500-weapon-block, basic beam turret. Plus 14 AMS turrets (that probably aren't effective, but look cute).

    8.png 9.png 10.png 11.png

    7.png
     
    Last edited:
    Joined
    Mar 10, 2016
    Messages
    561
    Reaction score
    1,670
    • Likeable Gold
    • Community Content - Silver 2
    • Thinking Positive
    PROGRESS UPDATE POST #67



    Recently updated my infamous "gas station" and the mighty old "sea dragon deity". Also released their highly reusable docked assets separately. Next up, you bet, the mythical Sobek Dreadnought, which has been standing in desperate need of an overhaul since pre-quickfire times.


    The gas station
    Main entity: "PetroFlux" shipyard
    Its utility craft: "Exilis" pack
    Its heavy turrets: "Hercules" pack

    The gas station.png


    The sea dragon deity
    Main entity: "Watatsumi" battlecruiser
    Its support ship: "Horseshoe" stealth bomber
    Its heavy turrets: "Optimus" pack

    The sea dragon deity.png
     
    Joined
    Jan 28, 2017
    Messages
    60
    Reaction score
    107
    how did you achieve the "portal" effect in the inner gate? is that just gloom, photoshopped or a special block?
     

    MeRobo

    Scrub
    Joined
    Apr 1, 2015
    Messages
    423
    Reaction score
    653
    • Purchased!
    • Competition Winner - Small Fleets
    • Legacy Citizen 4
    how did you achieve the "portal" effect in the inner gate? is that just gloom, photoshopped or a special block?
    I'd assume it's some sort of transparent block, to keep the portal usable it'd have to be water, unless there's another transparent block without collisions
     
    Joined
    Mar 10, 2016
    Messages
    561
    Reaction score
    1,670
    • Likeable Gold
    • Community Content - Silver 2
    • Thinking Positive
    how did you achieve the "portal" effect in the inner gate? is that just gloom, photoshopped or a special block?
    I'd assume it's some sort of transparent block, to keep the portal usable it'd have to be water, unless there's another transparent block without collisions

    Water, indeed... There's a disc of water in the gate, illuminated on its perimeter by a ring of blue crystals.

    When I was working on shielding this structure (having a shield block selected on the build palette), I noticed that the shield bubble visualization does not display behind the one-block-thick water membrane. I found both that visualization and the hole in it to be appealing, then tried to put it all against an interesting background. The best was a red giant star (admin-warped the station in front of one, dangerously close, using godmode).

    Still have to reshoot that screenshot, with stabilizers and shield capacitors removed (to avoid those thin arrows).

    Does anyone know how to screenshot a scene with the bubble, but without buildmode's yellow wirecube? (I must point at the membrane, and can't just remove water blocks out of the way, it's noticeable.)
     
    Last edited:
    • Like
    Reactions: MeRobo
    Joined
    Feb 1, 2015
    Messages
    214
    Reaction score
    558
    Hey! hope you are fine, long time no see, do you have any recent build I just have to check out you say?
    Just booted the game today after more than half a year
     
    • Like
    Reactions: docpenguindoc

    Dr. Whammy

    Executive Constructologist of the United Star Axis
    Joined
    Jul 22, 2014
    Messages
    1,793
    Reaction score
    1,737
    • Thinking Positive
    • Likeable Gold
    • Legacy Citizen 9
    Joined
    Mar 10, 2016
    Messages
    561
    Reaction score
    1,670
    • Likeable Gold
    • Community Content - Silver 2
    • Thinking Positive
    Hey! hope you are fine, long time no see, do you have any recent build I just have to check out you say?
    Just booted the game today after more than half a year
    Hey, Gmodism! Nice to hear from you again. Thanks, I'm doing good, hope everything's fine with you too.

    I myself have backed off a bit from starmade, mostly doing sporadic updates of older stuff. My only new builds this year are a heavy turret and a light freighter.

    By the way, what a coincidence! It's only a few days since I randomly discovered an "older version of you", who delivered this fairly awesome guitar solo in the jazz gig below... Are you planning to time-travel to the 80s? Music history seems to prove so:




    Outstanding work as usual.

    I used to love doing complex things like this in my stations. For some reason when you add too much logic, larger ships/structures fail to load completely (chunk draw errors). Have you experienced this as well?
    Thanks, glad you value the results of this little project.

    I don't recall ever having chunk draw errors that couldn't be fixed by changing settings (*permanently vanished* chunks, that I had at least once, for unknown reasons). As for logic, I never experienced it causing any performance issues, only vice-versa (server saving causing delay-chain messups).
     
    Last edited:
    • Like
    Reactions: Tsnonak
    Joined
    Feb 1, 2015
    Messages
    214
    Reaction score
    558
    Hey, Gmodism! Nice to hear from you again. Thanks, I'm doing good, hope everything's fine with you too.

    I myself have backed off a bit from starmade, mostly doing sporadic updates of older stuff. My only new builds this year are a heavy turret and a light freighter.

    By the way, what a coincidence! It's only a few days since I randomly discovered an "older version of you", who delivered this fairly awesome guitar solo in the jazz gig below... Are you planning to time-travel to the 80s? Music history seems to prove so:






    Thanks, glad you value the results of this little project.

    I don't recall ever having chunk draw errors that couldn't be fixed by changing settings (*permanently vanished* chunks, that I had at least once, for unknown reasons). As for logic, I never experienced it causing any performance issues, only vice-versa (server saving causing delay-chain messups).
    Wahahahha, yeah I'm not that good with guitar for sure XD
    well makes sense, we both will probably get back more whenever starmade is ready
     
    • Like
    Reactions: DeepspaceMechanic
    Joined
    Mar 10, 2016
    Messages
    561
    Reaction score
    1,670
    • Likeable Gold
    • Community Content - Silver 2
    • Thinking Positive
    PROGRESS UPDATE POST #70



    First two days of progress on my entry to Trident's second community build initiative.

    This mobile factory/refinery will feature a shipyard, and at least four hangar bays, on its underside.

    3.png 4.png 5.png


    Its top will get closed to have a large, flat surface, on which I intend to build an "industrial yard". This will include several specialized buildings, serving the functions of:
    • Mineral dump area
    • Fuel plant
    • Ore refinery
    • Metal foundry
    • Component factory
    These should follow the style of the structures below, if I can manage:

    Example (1).jpg Example (2).jpg Example (3).jpg
    (Sevastopol Station from Alien Isolation, and the mile-long refinery towed by the legendary Nostromo in the original Alien movie)


    6.png
     
    Last edited:
    Joined
    Mar 10, 2016
    Messages
    561
    Reaction score
    1,670
    • Likeable Gold
    • Community Content - Silver 2
    • Thinking Positive
    (After seventy "PROGRESS UPDATE POST" titles, I'm leaving this OCD habit behind, should've stopped at 69)


    Built four hangar bays, with three-part rail doors, that can fit the OrbHead. They still need interior detailing, plus logic.

    7.png 8.png


    But the engines are finished. They cover two functions: the rear-mounted, backward-facing mega engines provide acceleration in the desired direction of travel, while the rest are meant to be RCS thrusters, for orientation control. I usually don't included make-believe RCS thrusters in my designs, but in this mobile factory they emphasize that it isn't a station. They also add some much-needed "functional" detail to those big bland areas.

    9.png 10.png


    Also enclosed the top. Probably still not even close to half-way done... The industrial yard might become a significant struggle.

    11.png
     
    Last edited:
    Joined
    Sep 29, 2013
    Messages
    435
    Reaction score
    1,619
    • Master Builder Silver
    • Competition Winner - Small Fleets
    • Legacy Citizen 8
    A ship based on a ship based on a replica from a ship shown in a show. Inception.
    looking good so far. And some additional lateral articulation on the engine pods by the looks of it.
     
    • Like
    Reactions: DeepspaceMechanic
    Joined
    Sep 29, 2013
    Messages
    435
    Reaction score
    1,619
    • Master Builder Silver
    • Competition Winner - Small Fleets
    • Legacy Citizen 8
    I wasn't expecting the teal color at all. Looks awesome though. The spoiler just makes me laugh. It make no sense at all but it does fit the ship design.
     
    • Like
    Reactions: DeepspaceMechanic