Liquid Systems Nano Yard (LSNY)

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    Airlocks are almost done now. They need some alternate colors and a few detail blocks here or there but otherwise work perfectly!



    Yup, it rotates!




    Oh and the doors behind it are always closed when turning, and open when stationary. That way no air escapes, just like a real airlock. :)
     
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    Switching gears for a bit and I've begun work on a new salvage rig. It is fully automated, and includes an espresso bar for those late night benders.


    The main rig itself, the ship above it is still being designed. Have a floor plan already but I'm thinking of going with something different...


    Close up of the boom's logic


    The main logic circuit will move the boom forward one rail block every time it returns. It also includes...


    .. a handy reset circuit to return the boom to it's original position!

    Now I can easily gather materials while I toil away in my lab some where, drinking fresh cappuccinos, and buzzing about my work as usual.
     
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    was organizing the cricket and its modules earlier today and I had an idea.

    most of the modules could be combined onto the ship itself. this would mean a larger profile though...

    it's kinda hard already for most ships to land, but some landing gear solutions should help balance it out. I would like to avoid having the drop ship be as big as a planet plate, but it feels somewhat inevitable.

    basically what im saying is im about to release the cricket under cc later today, but now im thinking of rebuilding the whole thing anyways. >_<
     
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    So many concurrent projects going on around here... for now though I feel the easiest to progress with is altering the Cricket. This "update" will actually be a new ship entirely, although it will be heavily based off the older Cricket, the new Palmetto will be a larger cousin with improved everything all around. More armor, hp, shields(probably) and possibly even some ams turrets. This will be a more combat oriented dropship with different attachments more meant towards hotdrops and moving cargo through war zones.

    progress pics!


    partially exploded view, building off the cricket making it longer, wider, and taller to include a small hangar. The hangar will be where virtually all the attention will be going once the outer hull is finished. The hangar I have planned will essentially be the same modular style as before but in a fully enclosed format.


    The inner guts of the cricket have also been widened. Some additional work stations are planned although pretty low on the priorities list.

    I'll be buzzing back and forth between the Palmetto and my Canyon carrier design tomorrow. Hopefully getting bits and pieces of each done with a steady pace in mind. Speaking of which... drone launchers for the canyon have been selected, time to stuff those inside and begin working on a few more internal areas.
     
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    Did some work on the Canyon carrier today, not as much as I would have liked but... I did manage to setup the areas for the new racks and after some alterations to said racks everything is now poised to be locked in place.

    Having said that, most of the time I spent went into rebuilding the rack. =/ I would've liked to do more detail work but it was a necessary adjustment. I went from needing 40+ wireless blocks to only 16. So it was time well spent I suppose. On top of that, the launchers are self contained albeit a little less flashy then would be preferred they are highly functional and compact. Being self contained I managed to free up a considerable amount of space on the Canyon itself for other systems.

    Canyon changes today;
    • the airlock is in place, although pretty barren of details atm it is working from all angles
    • new launchers are ready, one is in place and the other 3 slots are prepared
    • bio-deck is now attached
    • there's a hallway connecting the airlock to the rest of the ship, but it's not even started internally
    Some things I've also worked on;
    • started making some prefabs for the new civilian planet-eater
    • Codename for planet-eater is Prometheus
    • Codename for Cricket update is Palmetto
    • working on release writeup for Cricket as well as Kabuto RHinO version
    Last thoughts, thinking about updating the front page of this thread. It could use some love lately.
     
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    goal for the day: work on Prometheus innards.

    progress so far;

    worked a bit on the drone catapult. results were unexpectedly bad, the drones did not react at all to enemies. This leads me to a few conclusions, either something regarding multi-axisturrets has changed or certain placements of dockers doesn't allow for turret usage. in either case I'll need to remake the dumb bell and its launcher to make a satellite drone turret a reality.

    as for the Prometheus I have a few new design inspirations, drawing from modern day industrial complex. this means there will be three layers;
    • innermost - where all the controls are, airlock sealed
    • walkway and inner shell- the controls will be covered with a shell for protection while a partly covered walkway extends out and around this shell almost like walkable scaffolding
    • outer shell - more of supports and hollow shell bits, the outer shell is mostly decor and will be the most detailed of the lot
    aside from inspiration, i spent some time making a basic floorplan of the controls area. hopefully tonight i will be able to expand the floor plan to full size and then make a few more bits for the outer shell area.
     
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    Some photos for all today, first on the list is the canyon's bio-deck shot. Meant to post this a few days ago but lost track of time.


    Up next is a brief tour of the guts on the Prometheus, note minimal detailing as it's a floor plan atm and not much more.


    The core room showing access to the storage and security areas.


    storage room with a nice tall ceiling... otherwise it felt too cramped.


    elevator shaft facing the security bay. That turret is set to anti-personnel. So no astronaut thieves when you're afk!


    inside the elevator shaft...


    the beginning of the outside walkway. The hole in the floor is exactly the spot where the salvage array will rest, allowing easy collection of materials. In the back is the elevator shaft.


    Last pic of the post, probably the day but hopefully not.

    a mini for a new Anti-drone Escort.

    Fairly detailed To-do List;
    • flesh out and test the anti-drone escort a little tested, it passed the basic rounds
    • build the hangar for the Prometheus
    • build a docking arm and retractable walkway for the Prometheus super structure (will hold cargo vessels and deal with cargo pods eventually)
    • design and build Prometheus super structures (I have a few in mind already)
    • connect all this gibberish together onto the main Prometheus vessel
    • extend arms for salvaging (they're purposely shorter than they should be, it was for testing purposes)
    • move the salvage boom onto the now extended Prometheus arm
    • fill hangars with scrap fleas
    • add sensor array
    • add shields and power systems
    • add stop effect and ion effect as well (can't be too careful while afk)
    • add anti-pirate turrets (Savannah turrets but missiles not beams)
    • figure out where the hell to put the cameras on this thing :confused:
    • move onto Palmetto design
    • finish palmetto
    • move onto anti-drone ship
    • redo catapult mothballing this guy, it's a fairly low priority for now.
    • finish canyon..eventually
    And that's all hopefully going to be done by the end of november.... I hope... idk about the canyon, that might take until next year to finish at this pace. There's so much left to do on that ship it's not even funny. The canyon alone has a mile long to-do list, for instance design and implement the doors on the hangars, detail the airlock walkway, add the four larger interior rooms, add systems... the whole outside needs love... yeah. It shall take a while. :rolleyes: oh well, one thing at a time or twelve.

    Edit: Rather than make a new post...

    So that didn't take long! The hangar design for the scrap fleas is almost fully operational now, only one major component is left and then onto details already!

    The first major component of this hangar is already in place and working like a charm.:)



    Something I've never seen done here but have always thought added a bit of realism to the idea of a hangar is a movable scaffold to let pilots enter their vehicles. This one even includes blinking hazard lights to draw your attention. It's basically just a ramp that moves forward and back, but it lets players walk into their ship instead of unrealistically bouncing 8 meters into the sky to climb aboard.

    The one remaining component to do is add a hangar door you can open from inside the scrap flea. Also something that would add a bit of realism, sort of like a garage door opener for spaceships. :p

    once that is done I'll detail the single unit hangar and then copy-paste two side by side onto the Prometheus.
     
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    The Prometheus Hangar is done! sort of... I want to add a console in there for some "tool storage" but other than that minor detail it's ready to roll!


    Some impressive outer doors...

    and they open in both a logical and rp friendly manner...


    red light = occupied
    Green light = ready for docking
    The button there also opens the doors and retracts the walkway.


    A clear shot of the button + inside the doors. I may do something else inside the doors but I sort of like the basic block look to it, its kind of sleek in a way. May just fill in the empty spaces to add depth to the door.

    Now that those are all done, I can finally add them to the Prometheus and begin work on some of the other details.:)
     
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    Update on the Prometheus:

    hangars are set to be added. just need exact coordinates.

    there's some internal debating whether or not to include just a walkway or a tram system to carry players to/from each spot they can actively do stuff at. on the one hand it'd make travel to the hangars much easier. on the other side though it wouldnt be able to go horizontally and vertically to reach the new arm that's going in.

    a docking arm and walkway are being developed to allow a cargo system to be implemented. as the ship itself will not be compatible with virtually any station, it's useful to have a go between ship to move materials.

    turret locations are tentatively in place. actual turrets have been selected from the Savannah.

    thats about all for now. hopefully the frame comes along tonight and i can snap on the hangars in thier proper place. :)
     
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    Status update:

    The hangars on the Prometheus are settled in place, their logic circuits are working perfectly and they are both stocked with a scrap flea.

    Some reasoning behind said hangars. I figured while the player is waiting for each plate on a plab et to be eaten they should jave other stuff to do nearby. This is why I added scrap fleas so the player(s) could harvest parts of the plabet that are out of range or even nearby asteroids. The option to also dock a shuttle and a larger cargo ship are getting setup to take this even further.

    The elevator is also in place and 100% functional!
    It doubles as an airlock on the top/bottom levels. Although the top level is the most flashy. Pics later today of it, thinking of maybe a demo video instead as the top floor is pretty cool in action.

    no trams, its been decided that there will be a gravity tube instead as ive never successfully completed one.. I know, im lazy xP

    As a plus the tube will move around in pieces to change destinations. which should be tuns of FUN, getting that setup.
     
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    Another status update:

    taking a short hiatus from starmade for a bit. have to grind a bit on another game i play.

    a list of things as they currently stand.

    Canyon
    • drone racks in place, doors are designed and awaiting assembly
    • interior spaces are almost done. the major corner spaces are being left empty until the quarters update. just floors, walls, cielings.
    • turrets need a quick refit and then can be mounted.
    Cricket has split its functionality between two vessels based on it's chassis.
    • the first is combat oriented, The Palmetto.
    • The second is a cross refit of the Locust and will focus on the new cargo system.
    The Prometheus
    • most internal structures are done
    • outter stuff needs all the attention now
    • plans for a cargo extension are in the works but are the last thing on the list right now
    • some redesign may be needed for quarters update but that is a ways away. it could pheasibly be operated by a single npc anyways.

    Almost all my other plans or designs are mothballed for the time being. I'll continue them at a later date but right now other stuff is more pressing.
     
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    It's our Birthday we'll try if we want too, try if we want tooooo. That's right folks today was LSD's official first birthday! Being a year old feels a bit odd but hey we'll try anything once, twice, or 365 times if we have too. :)

    Celebrations aside I have some pics to share with you all, today was the release of the transporters update so it felt good to add these bad boys onto the Prometheus.

    A shot of the newer hull bits I've been working on, scaffolds, lights, colors


    The landing pad for a very small shuttle. I need to move it out further, and enlarge, but for now it's a temp thing.


    The rotating airlock doors which also lead to the elevator.



    Behold....

    An anti-personnel laser facing both the elevator AND the transporter room.


    teeny weeny transporter room. May make it bigger, who knows.


    The bottom floor, where the walkways(tubes) are planned and access to all the harvested goodies are.


     
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    Quick update:

    Building the turrets right now that will go on both the Canyon, and also my Anti-Drone Cruiser. They use an odd combination of Missile - Punch through, as in testing I have noticed a substantially greater damage output in the range of about 30% more as opposed to explosive.

    Presumably this is because the punch through is better against armor, but even against pure systems it seems to do greater damage. In any event I'm refitting most missile launchers for the time being with said setup.

    Tomorrow I hope to get pics up of the turrets on their actual ships, as well as finish the doors on the Canyon and perhaps layout some basic designs for the hull of the ADC(anti-drone cruiser).
     
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    So, new updates, new blocks, new colors. Alot of cool stuff has been added and as im playing around with it all a few things are happening.
    • I have built a new hangar deck that will hopefully be expanded into my newest cruiser. It holds currently 2 Kabuto Rho drones.
    • The Kabutos have had a power optimization redesign as well as a pallette swap, they now use teal armor to great effect.
    Stat changes....
    mass 102.4 》108.8
    power regen 23778 》25112
    power total 179k 》181k
    shields 23100 》23400
    regen 60 》192
    armor and structure have both been boosted by 1000 points in the process as well.

    why do this? i saw that the kabuto wasnt really putting out as much power as it really should. it seemed like a ton of blocks were there but it wasnt as strong as it shouldve been. in the end i got More power for 14 less blocks. so i was right in thinking so. the other drones will get this update in the future as well.

    for now im aiming at expanding the hangar deck into a new ship, maybe adding another pair of drones but its not a carrier. Theyre just supporting dps really.

    speaking of which this ship will be mounting 6 of my newest larger scale turrets so it will pack a heck of a punch in direct combat.

    it will also be sporting some new design elements ive been working on recently.

    in other news the prometheus is getting a cargo hold soon as those just got added in. salvage fleas will also need some tweaking for cargo too. expect those changes fairly soon.
     
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    Some pics today mostly, the last post was off my phone and I did not have access to the photos as I do now. So here we go!


    I like the teal a lot more than the blue honestly. However the two do well together as you can see.


    some things that may not be immediately obvious... the core was moved downwards to make access easier and allow filler to be placed inside, since core-shotting isn't an issue anymore this shouldn't affect anything at all.

    I also added another docking module. I found that while the rear mounted dock was good for most racks, somethings can ONLY be done with a bottom/side mount. IE. use as turrets, bottom/side works normally, rear/front mount and all of a sudden the AI breaks...

    So to leave options open for now I've got the two mounts.

    I have yet to name my newest vessel although it's coming along nicely so far. I'm starting inside -> outside, this gives me a chance to work on some nicer interior details.

    photos are generally as follows 1st = closed, 2nd = open

    outside hull;



    from the core;



    bottom view facing hangar;


    some of the super structures are being worked on right now...

    the large shaft with a pole through the middle is the elevator shaft.

    As far as weapons go, I'll be mounting 6 of these, with a color swap...

    each of which does about 40k burst damage every 15 seconds, BUT they also have an Ion Cannon that will burst 10k+ shields every 3 seconds.

    I'm considering using a small EMP turret I made, it chews through about 20k energy/sec. So quite a few would be needed, but they are about as small as I can get them.

    This ship may also be jammer equipped. Idk yet if I can fill in enough power to make that happen or not. But I will certainly try to do so, anything to make it a tougher nut to crack.

    Other plans include;
    • double layered armor
    • Inhibitors(3x)
    • jump drive
    • elevator + airlock
    • bridge
    • crew quarters only a few though
    • mess hall + med bay
    • brig??
    • cargo room - 4LEWT!
    • turret access from inside the ship?? doubtful
    • main guns
     
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    I call this getting back into the Groove...


    get it? groove? ehem... so the ship as you can see is coming along nicely. I decided on something that felt almost tron-like. Very digital in a sense. The main guns on the bottom replace two of the turrets I was planning to place there. The turrets shown here are actually Sponson-turrets, that is, a weapon housed in an armored protuberance from the hull.

    Basically, they are forced to fire in a limited forward angle. While at the same time having a large armored encasement to protect them.

    What you see above is about the front half-two thirds of the ship. The bottom contains quarters and areas for the crew and I'm going to extend the whole thing back another 50 or so blocks to make the engines, and a few more rooms. The inside is actually quite spacious, and photos of that will come around soon enough.
     
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    So I've been busy the last few hours and have started filling in some of the internals. Also built some thrusters on the bottom of the ship. Those aren't shown here though...


    Core room facing the now completed(mostly) elevator shaft. Yes, the force-fields open automatically.


    just below the core room is the loot storage room.


    when empty.

    when full.


    future engineering deck. located two floors below the core room, one floor above the ground level.


    Ground floor...


    As the elevator leaves gates turn on...


    ...and gates are fully on.


    the empty bottom floor so far. Its a glass ceiling looking up btw.

    I'm toying with the idea of having a floor selection panel inside the elevator, it would be four wireless blocks linked to call buttons. Should be fairly simple to implement, not to mention the wiring is already in place. :D
     
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    Update: Wireless buttons are now on the elevator!




    While by no means a gorgeous addition. These buttons allow you to access any of the floors with a single push! No more waiting or bouncing between floors, and the logic of it all has been reduced by almost 60%!

    In total there are now only 5 blocks per floor as opposed to 12 split across two different systems. Note this update did NOT remove the call buttons, in fact it just made them do all the work. :cool:

    I'm super stoked about this as it clears up a rather large mess of buttons, ANDs, ORs and Mores. The best part is how simple it is, so simple it can be repeated across any number of floors and even directions with minimal tweaking if any.
     
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    Update: Wireless buttons are now on the elevator!




    While by no means a gorgeous addition. These buttons allow you to access any of the floors with a single push! No more waiting or bouncing between floors, and the logic of it all has been reduced by almost 60%!

    In total there are now only 5 blocks per floor as opposed to 12 split across two different systems. Note this update did NOT remove the call buttons, in fact it just made them do all the work. :cool:

    I'm super stoked about this as it clears up a rather large mess of buttons, ANDs, ORs and Mores. The best part is how simple it is, so simple it can be repeated across any number of floors and even directions with minimal tweaking if any.
    I like it, nice and clean.
     
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    Did some more work on the new ship tonight. More and more I feel this block is going to be my replacement for the old plateau. It's so very blocky though, I'm going to have to add bits and bobs to make it feel a little more organic and less assembly line. Otherwise photos will be incoming tomorrow morning sometime. As of posting it's past midnight here so I'm off to bed for a bit...then pics of the work so far in the morn.
     
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