Introducing The United Star Axis

    Gasboy

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    Okay, that is fucking awesome. You win an internet. :D :D :D

    EDIT: Also, in that first image, I recognize one of your ships, the white one with small fighters. But who did the black angry + sign ship?
     
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    Dr. Whammy

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    Okay, that is fucking awesome. You win an internet. :D :D :D

    EDIT: Also, in that first image, I recognize one of your ships, the white one with small fighters. But who did the black angry + sign ship?
    Thanks. That made my day.

    This planet is a work in progress that I plan to use when I eventually start my own server. That dark object above the planet is a WIP power 2.0 prototype for my new defense satellites.

    It's basically this guy redesigned as a power 2.0 compliant orbital turret.
    Space Gun2.jpg

    It can't fire while undocked but when set up as a station defense gun, it will have some really nice DPS. The planet's shield is so large that I can station several of these around it with only a minimal blind spot.
     
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    Gasboy

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    Wow. O.O

    That looks pretty damn awesome. Can't wait to see the finished results. :)
     
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    Dr. Whammy

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    Wow. O.O

    That looks pretty damn awesome. Can't wait to see the finished results. :)
    I like how it's turning out so far and there is a lot of room for growth and improvements. At the rate I'm going, the toughest part of this will be (by far) the orbital space ring. The last ring I made was an octagonal one but that won't look right on a spherical planet, so I'm pulling out all the stops and going "full circle".

    Cross your fingers for me, if I can pull this thing off, this will be something I am truly proud of.
     

    Gasboy

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    I like how it's turning out so far and there is a lot of room for growth and improvements. At the rate I'm going, the toughest part of this will be (by far) the orbital space ring. The last ring I made was an octagonal one but that won't look right on a spherical planet, so I'm pulling out all the stops and going "full circle".

    Cross your fingers for me, if I can pull this thing off, this will be something I am truly proud of.
    An orbital space ring around a 600m planet? Good luck and god speed! Where should we send our condolences to your family? :P
     
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    Dr. Whammy

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    An orbital space ring around a 600m planet? Good luck and god speed! Where should we send our condolences to your family? :P
    Come on man, this aint my first rodeo... ;).
    Ring.jpg Space Ring 02.jpg Space Ring int2.jpg
     
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    Cookies were fun but unrealistic. Dodecahedrons were awesome, but laggy. Shine teased us with a glimpse of a new planet but we have to wait until they sort things out. It's cool; I'm sure they'll come up with a solution buy the time I reach retirement. In any case, I scrapped my idea for an octagonal polyhedron planet and decided to make a sphere instead.

    Here's a new sneak peak of one of my new artificial planets...


    This is a man made, low lag alternative to dodecahedrons. It has player habitable "sides", which can be built as part of the planet or left empty for allies to build colonies/outposts. There are no minerals in the soil, as the planet was created mostly from recycled asteroid material. Gravity is supplied on an as-needed basis via generators in the major cities and their connecting roads. I'll probably upgrade to a reactor mass chamber for radial gravity when shine actually fixes that but I won't hold my breath.

    At over 415 meters in diameter, this structure houses a powerful reactor with enough regenerative capacity to support a massive shield matrix. The shield radius I'm testing on this prototype is large enough to protect anything docked in orbit within 500 meters of the surface; making it a possible alternative to faction home base protection.

    Planned features include the usual hospitalities; a shop, parking, medical facilities, manufacturing equipment, and guest quarters, as well as multiple space elevators and an orbital docking ring to house visiting starships. Let's see how far I can take this...
    View attachment 50379 View attachment 50380 View attachment 50377 View attachment 50376 View attachment 50378
    Wow.
     
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    Dr. Whammy

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    For those who are curious, this is the central core of my planet. It is surrounded by my shield generator and is hollow to allow for the installation of "special effects" such as , traffic, weather patterns or an orbital debris ring (Saturn-type).

    The system generates over 12 million power/sec and has full stabilization with a buffer as well as a shield recharge of 8 million/sec, a shield capacity of 70 million and a radius of over 700 meters. The shield uses about 35% of my power and as you can see, there is plenty of room to expand the generator, the shield or both. While not much to look at I will have plenty of room to apply an artistic touch to the interior as the build progresses.

    Specs:
    Power Generation: 12.2 million e/sec
    Shield Regen: 8 million /sec
    Shield Capacity: 70 million
    Shield Radius: 700 meters
    Power system size: L375m W375m H375m
    Planet diameter: 415 meters (average of 475 meters when counting city structures)
    Core.jpg Core Core.jpg
     
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    Dr. Whammy

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    Does it rotate? :O
    This thin ring around the planet is what rotates. This is a test bed for low planetary orbit for ships (orbit docking), weather effects and aerial traffic. I plan to make it so that visitors will see things like clouds and thunder storms from the ground.
    Orbit.jpg
     

    Dr. Whammy

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    After over 4 years, the rebuild of my command ship ASC Legendary Justice has Begun.

    This is the original ship as it appeared in 2014. The ship carried over 20 small fighters and multiple power armor squads. It was armed with forward mounted pulse cannons, auto cannons, guided missiles offensive and defensive turrets and a prototype weapon called the Justice Ray. Like many other Star Axis designs, it was decommissioned when the development of Power 2.0 was first announced.

    Justice old.jpg

    This is the 2019 rebuild. This new build is a work in progress. It is power 2.0 compliant and has been moderately re-scaled to accommodate my new standard fighter size. At just over 300 meters in length, overall size has been reduced to allow for better maneuverability once heaver armor is installed. The flight decks from the previous model have been omitted in favor of functioning multi-directional launch bays and better defensive turret coverage. Armament consists of a balanced loadout of missiles, and heavy burst laser turrets. Originally intended to be a light carrier, Justice carries nine SF-37 fighters and four light dropships in its internal bays. It is also accompanied by a squadron of close formation defense units: fully automated drone fighters that hover close to the main ship to defend against enemy ships, missiles, or torch wielding 'space marines'.

    There are currently 3 (soon to be 4) prototype systems installed on this craft. I'll be tinkering with those and possibly swapping out the large ballistic missile turrets (side-mount) for "something else"... ;)
    Justice MK3a.jpg
    Justice MK3.jpg
    Engines J2.jpg
    Engines J1.jpg


    The interior launch bay. Contains 3 fighter squadrons and 4 dropships.
    Hanger 1.jpg Hanger 2.jpg


    Closeup of the newest Close formation Defense units.
    Point Defense CFD unit1.jpg . Point Defense CFD unit3.jpg


     

    klawxx

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    After over 4 years, the rebuild of my command ship ASC Legendary Justice has Begun.

    This is the original ship as it appeared in 2014. The ship carried over 20 small fighters and multiple power armor squads. It was armed with forward mounted pulse cannons, auto cannons, guided missiles offensive and defensive turrets and a prototype weapon called the Justice Ray. Like many other Star Axis designs, it was decommissioned when the development of Power 2.0 was first announced.

    View attachment 52955

    This is the 2019 rebuild. This new build is a work in progress. It is power 2.0 compliant and has been moderately re-scaled to accommodate my new standard fighter size. At just over 300 meters in length, overall size has been reduced to allow for better maneuverability once heaver armor is installed. The flight decks from the previous model have been omitted in favor of functioning multi-directional launch bays and better defensive turret coverage. Armament consists of a balanced loadout of missiles, and heavy burst laser turrets. Originally intended to be a light carrier, Justice carries nine SF-37 fighters and four light dropships in its internal bays. It is also accompanied by a squadron of close formation defense units: fully automated drone fighters that hover close to the main ship to defend against enemy ships, missiles, or torch wielding 'space marines'.

    There are currently 3 (soon to be 4) prototype systems installed on this craft. I'll be tinkering with those and possibly swapping out the large ballistic missile turrets (side-mount) for "something else"... ;)
    View attachment 52956
    View attachment 52950
    View attachment 52949
    View attachment 52948


    The interior launch bay. Contains 3 fighter squadrons and 4 dropships.
    View attachment 52957 View attachment 52958


    Closeup of the newest Close formation Defense units.
    View attachment 52959 .View attachment 52960
    This is Simply Amazing... The amount of power required for those turrets must be gigantonourmous...
     
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    Dr. Whammy

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    This is Simply Amazing... The amount of power required for those turrets must be gigantonourmous...
    Thank you.

    I'm not sure what the turrets' actual power consumption is but each of the four beam turrets has an output of 150,000 DPS and the two side turrets, fire a steady stream of decent sized missiles at about 240,000 DPS Per turret. Due to AI nonsense, it's literally hit or miss in terms of whether or not the missile turrets will engage a target and fire. I'm giving serious thought to replacing the side mount turrets with something a bit more sinister. ...something the U.N. would have issued an international intergalactic bounty kill warrant on me had they become aware of it...

    Overall, with a optimized 2 million e/sec reactor, I can fire all 6 turrets, the ship's "primary weapon" and the "RayStorm Effect" simultaneously for some rather nasty DPS that one might not expect from a primarily a PVE/RP oriented ship.

    With about 5-10 seconds of systems rerouting, it's no slouch for in terms of anti-shield burst damage either.



    While this ship looks pretty tough, I became a bit less impressed with it after I rebuilt this...
    MCS power 2.jpg
    factory.gif
    Sequence 01_1.gif StarMade lightning_1.gif

    This is the newest version of my Mobile Command System. It has 3.5 x the reactor output, more than 4x the shield capacity and a much stronger regen. It has 8 of the above beam turrets and several other "surprises" that one might not expect on a "station".

    I've tested the M.C.S.'s weapons against a target which is essentially a block of crystal armor with 22 million shields and 500,000 regen. I get a kill in 10-20 seconds with all weapons firing and my reactor still has plenty of regen left. I don't know what the overall damage output on this thing is. But I do know that ASC Legendary Justice would have a hard time breaking its shields and would not survive being fired upon by it.
     

    Dr. Whammy

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    Design-wise, I'm trying something a little different this time.

    LANCER MKII
    Manufacturer: Joint venture between Star Axis subsidiaries; Volcov Industries and Sturmgeist Advanced Sciences.
    Size class: Frigate
    Role: Defense/escort
    Armament: Burst Laser, Guided Missiles, Point Defense Turrets

    Hex1.jpg StarMade fleet attack.gif
     

    Gasboy

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    Ooh, those are very nice. Does that beam weapon go all the way to the back?
     
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    Dr. Whammy

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    Ooh, those are very nice. Does that beam weapon go all the way to the back?
    Not quite. These are hybrid units. Half RP and half AI defense fleet. They have a nice amount of space inside for RP interior consisting of multiple decks. I'm planning a smaller more optimized hull design for their size of reactor.

    Their firepower is "ok" for their intended purpose but there is a bug/exploit caused by a poorly thought out feature, that drastically limits the amount of shielding, thrust and firepower I can "safely" put on them. If Schine gets their act together and fixes this flawed "feature" of theirs, I'll definitely cram more dakka into these guys; as their appearance is starting to grow on me.
     

    Gasboy

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    Not quite. These are hybrid units. Half RP and half AI defense fleet. They have a nice amount of space inside for RP interior consisting of multiple decks. I'm planning a smaller more optimized hull design for their size of reactor.

    Their firepower is "ok" for their intended purpose but there is a bug/exploit caused by a poorly thought out feature, that drastically limits the amount of shielding, thrust and firepower I can "safely" put on them. If Schine gets their act together and fixes this flawed "feature" of theirs, I'll definitely cram more dakka into these guys; as their appearance is starting to grow on me.
    What is this flaw you speak of?
     

    Dr. Whammy

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    What is this flaw you speak of?
    I was originally reluctant to post it here but if I discovered it, someone else likely did as well.

    The flaw is; when Schine enabled AI fleet units to auto-charge their cloaks and jammers, they goofed big time.

    First; the enable/disable jam/cloak fleet commands do not work. That's a bit of a nuisance but a forgivable one. However, fleets will activate jamming of their own accord without your having given the order and the only way to turn it off is to board the ship. This can be a problem if the AI ship is either cloaked or beyond visual range. ...but it gets worse.

    The auto-charge function seems to have been applied to other chambers; not just cloaks and jammers. As a result, your AI fleet ships will auto-charge their jump drives; which tends to be a massive power draw; regardless of ship size. aaaaand there's no way to turn this off; even when you're piloting the ship. ...and if you are piloting the ship, all your chambers reset their charges to zero with the jump drive force-recharging if you add or subtract any blocks from your reactor or chambers. Kinda kills the point of astro-tech or any upcoming damage control concepts.

    Now, the "fun" part is that any fleet ship without FTL chambers (and the FTL strength that goes with them) will be vulnerable to stun-locking by virtually any jump inhibitor. In theory, a single ship with a jump inhibitor can force a constant power drain on an entire AI fleet by discharging their jump drives; effectively stun-locking them. If you maxed out your weapons on those AI ships, you may end up with a fleet that can't fire or recharge shields.

    In single player, I've measured losses in power as great as 40% of a ship's max output.

    It's possible that setting the jump drive to the lowest priority on your reactor menu may reduce/minimize this problem but the power drain will be there regardless.

    The real slap in the face? AI ships don't even jump...