Snataris Colonial Fleetyards - NEW: HoloSuite Ultimate Edition

    kiddan

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    Whoa Thalanor that is super cool! I never thought of putting activation modules inside shield groups and stuff, you could have the ship go into red-alert when the shields start getting destroyed!
     

    Thalanor

    CEO Snataris Colonial Fleetyards
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    kiddan it does not normally update when you destroy an activation block. However, you can connect a clock and the activation block at the same time to an OR. As long as the activation block lives, the OR will always be ON, but once the activation block is killed, since the clock goes on, the OR is updated (which it would not be if there wasn't at least one input changing as opposed to an input block being deleted) and will then start to flash.
     

    Top 4ce

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    (gif, let it load) Damage state display! Fits on the bridge, has 13 distinct sectors. Blue means OK, red means at least one of the sensor activation modules has been destroyed.

    Btw this is the view from the core, so if you switch from camera to core / your camera gets destroyed, you will immediately see where the damage is, and it includes a holo-ed shield display.


    How did you do it? I must know....
     

    Thalanor

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    Hint: no global lighting, docked entities ;)
     

    kiddan

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    Copy/Paste module for jet based low-tech ship engine - medium size means it can be used on smaller as well as larger ships. -img-
    Oooh! Does it have a pulse inside like that the one other design you made before? Excellent work, as always. :)
     

    Thalanor

    CEO Snataris Colonial Fleetyards
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    Pulses have a minimum radius of 10, this might get tricky. However I'll try if I can fit one in there :)
     
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    (gif, let it load) Damage state display! Fits on the bridge, has 13 distinct sectors. Blue means OK, red means at least one of the sensor activation modules has been destroyed.

    Btw this is the view from the core, so if you switch from camera to core / your camera gets destroyed, you will immediately see where the damage is, and it includes a holo-ed shield display.


    A very nice. Been building something similar, think it builds on same thing you have :) a tin layer of sensors under the armor that is connected to a 3d model of the ship. Problem it get very big so maybe a side view like this would be better ^^
     

    Thalanor

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    Currently working on a modular interior template pack. Basic modules are 7x5x7 in size. Some modules (like medium sized rooms, stairs etc.) may be several 7x5x7 segments in size. Large rooms can be multiple modules in height, width and length; dimensions for large rooms can be entirely customized (minimum 3x2x3 modules). Modules are made from only cheap materials and intended to be used internally. They come pre-padded with basic hull and thruster blocks, so you only need to fill in clean segments of 7x5x7 empty spaces.

    All modules can be optionally connected to a red alert system with flashing lights (during red alert mode, connected door modules will no longer open via activation blocks like normal, and can only be opened via pressing R while in the same faction).

    The following modules are planned (subject to change):

    interior_hallway
    interior_hallway_corner
    interior_hallway_3-join
    interior_hallway_4-join
    interior_hallway_stairs
    interior_hallway_door
    interior_hallway_airlock_usd-1
    interior_gravtube_entry
    interior_gravtube_exit
    interior_gravtube_horizontal
    interior_gravtube_left-turn
    interior_gravtube_right-turn
    interior_gravtube_horizontal-to-vertical-up
    interior_gravtube_vertical-up-to-horizontal
    interior_gravtube_horizontal-to-vertical-down
    interior_gravtube_vertical-down-to-horizontal
    interior_gravtube_vertical
    interior_room_small
    interior_room_small_prebuilt_holdingcell
    interior_room_small_prebuilt_crew-quarters
    interior_room_small_prebuilt_restroom
    interior_room_small_prebuilt_cargo
    interior_room_medium_corner_outer
    interior_room_medium_corner_inner
    interior_room_medium_access
    interior_room_medium_wall
    interior_room_large_corner_outer_lower
    interior_room_large_corner_outer_upper
    interior_room_large_corner_inner_lower
    interior_room_large_corner_inner_upper
    interior_room_large_wall_lower
    interior_room_large_wall_upper
    interior_room_large_access_lower
    interior_room_large_access_upper

     
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    What does that logic stuff on the buttom two modules do?
     

    Thalanor

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    One of them is a door - its default state is yellow. If someone passes through it while it is yellow, it changes to green and opens for a short while. If you connect your ship-wide red alert pulse to the activation block on the door module that is right next to a display module (no idea if the templates save text), it will change to red state and not let anyone through (except by pressing R if you are in the same faction) as long as it regularily receives an alert pulse.

    The other is an airlock, made from a door plus some extra wiring and an USD dock. All logic is already prebuilt. Just use the airlock whereever you want an USD type 1 compatible dock accessible from the interior.

    Aside from (optionally) connecting your red alert system, all logic is already finished and you don't have to / should not touch it :)
     
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    Nauvran

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    A first version has been released (still needs to be flagged public). Additional expansion packs may appear in the future!

    Now this is what I all good interior and it's even copy-paste-able it's simply put amazing.
     
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    Aside from (optionally) connecting your red alert system, all logic is already finished and you don't have to / should not touch it :)
    I was just curious - I will of course build my own set of interior templates :D
     

    Thalanor

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    If you want to study the logic on the door module: essentially, the core concept is this:

    area controller block --> activation block <--> button --> (chain of delay blocks)

    where every delay is connected to the same OR block. This is a basic monostable circuit that will keep the door open as long as someone was moving towards it within the last X seconds. This ensures the logic can't get "stuck", and it won't mess up if multiple people want to pass the door in a short timeframe. :)
     

    Thalanor

    CEO Snataris Colonial Fleetyards
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    I have added a heavy turret to the preexisting medium + light lineup. The heavy one is completely self-powered (staying just below the softcap in terms of energy requirement), so a ship does not need separate modular reactors just to power the turret. With 16800 weapon blocks, it does quite the damage with a large ion and a 4-computer punch through setup.
     
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    Calhoun

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    I have added a heavy turret to the preexisting medium + light lineup. The heavy one is completely self-powered (staying just below the softcap in terms of energy requirement), so a ship does not need separate modular reactors just to power the turret. With 16800 weapon blocks, it does quite the damage with a large ion and a 4-computer punch through setup.
    Turret the size of a ship. +9001
     
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    I have added a heavy turret to the preexisting medium + light lineup. The heavy one is completely self-powered (staying just below the softcap in terms of energy requirement), so a ship does not need separate modular reactors just to power the turret. With 16800 weapon blocks, it does quite the damage with a large ion and a 4-computer punch through setup.
    These look incredible, nice job!