STC Driveyards - Recently bought out by Trident Foundries

    Master_Artificer

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    Fleet is on patrol :D

    I have done a LOT of work on both of these two types of ships, they both have an excessive amount of cramped interior space and they both have crap systems. Oh well. The two models look pretty similar to each other as one is literally built off the back of the other, and I hope the ring on the back and the pipes in the sides create a recognizable style that when I make a third one from scratch and not a variation off another it will look like it is manufactured by the same company.
     

    Master_Artificer

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    Got bored of making interiors so I farted that out. Might make it into something, it looks like it could be the cockpit of some kind of very large winged attack craft.
    or a bomber.
    or a shuttle.
    i'm open to suggestions at this point.
     

    Master_Artificer

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    Okay, heavy Strike Craft inbound.
    I have been in "Place blocks" mode, just throwing down blocks everywhere and removing those that don't look good.
    Decided to give it a neck sort of thing and go star-fox like with that big ship in Melee, but changed my mind half way through and went another direction. Cockpit holds 3 btw, with luxurious amounts of room. :D



     

    Master_Artificer

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    I KNOW WHAT I AM DOING WOOOO

    I think it is starting to look good! Updated previous posts images.
     

    Az14el

    Definitely not a skywanderers dev
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    A ship of that size is more like a small town or a company. As such, it will have a lot of infrastructure to support it.
    Here's a list of things you need/can put on your Starship:
    Escape pods/panic rooms/emergency areas
    Medbay
    War room or very austere, august meeting room for high ranking officers and diplomats
    Digital library and archival access room (gotta keep those battle plans somewhere!)
    Along with the above, a massive server room that handles the distributed computing tasks of the ship
    Common Rooms near and in the Crew and Officer Quarters
    Greenhouse/Farmspace for fresh food and possibly oxygen
    Offices and Centers for payroll/recruitment/Logistics/Communications/Software maintenance/Diplomatic Corps?/Engineering and Facilities

    Also, yellow lights look better.
    Wow ty, i can never come up with interior features beyond just; Bridge, core room, room with a big important lookin table, hallway(s), crew quarters & cargo (even then if it's not practical I probably wont build it)

    Stuff like the Server room can be handy now, in that you may as well make it a well protected room for logic clocks and computers, greenhouses/arboretums might actually be useful one day too if they add in food/oxygen needs in the config some day, same deal for crew quarters. And i think Criss stated in the fleet contest that the interior spaces are needed for when the crew system arrives too so obviously there'll be some way to integrate crew with these rooms in some useful way.
     

    Master_Artificer

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    You guys are in for a real treat with my fleet submission's interiors.

    Nightrune recently visited and gave me some tips on where to improve, also commented on how he loved how it wasn't symmetrical.

    You really cant tell if a room is in the left or right side of the ship, or it is in the front or the back of the ship unless you get a room with the window, and that is designed to purposely do that, learned that trick from Azereiah 's private space yacht quarters.

    Also does anyone have any advice on how to fix wireless modules disconnecting? If not, then I guess I will create more maintenance rooms where they are exposed.

    Actually I like my idea more. I already have one for the crane, but now I will have two more, one for the elevator and one for the garage door opener. :p



    Just need to make more access shafts and fake paneling that open to engineering walkways.


    Also need to recover bomber from old nfd files, whoops.
    Set up on sector -477, -8, 455 on the NFD build
     
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    Master_Artificer

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    I'm LEARNING
    [DOUBLEPOST=1464992517,1464992275][/DOUBLEPOST]Well the langing gear is coming along, but I have a problem.
    Not so subtle logic and also just room for only 1 wireless logic block.





    Any help/ideas to fix this?
     

    Master_Artificer

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    Now I just got to combine the timing with the gifs posted above and blamo, half of the landing gear done!
    Oh god only half...
     
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    MIND MELTING META-STATE MADNESS
    (all alliterations are appreciated)

    I think I got the logic in for all the basic features of this "simple" landing gear.
    On wednesday or thurdsay would someone who is good at logic be willing to help me with connecting the deploy cycle and unwrap cycle of this machine, while keeping the doors that hid logic on the landing gear itself synchronized with the deploy and retracted states?
    Maybe I can figure it out beforehand, but I am not counting on it. :(:oops::rolleyes:

    I think one of my downfalls in this was the use of flipflops and now I think I need to dig them out unless another work around can be gotten.
    Like, somehow double-pulsing specific flipflops and resetting others to prevent jamming of the system by the cover doors on the legs themselves.



    Next after these front legs are done, I plan on making part of the bottom ring bend out and take the weight of the back half of the craft. It SHOULD be easier than this... Stupid compact switchblade design seeming like the way to solve the issue :/
     

    DrTarDIS

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    Like, somehow double-pulsing specific flipflops and resetting others to prevent jamming of the system by the cover doors on the legs themselves.



    Next after these front legs are done, I plan on making part of the bottom ring bend out and take the weight of the back half of the craft. It SHOULD be easier than this... Stupid compact switchblade design seeming like the way to solve the issue :/
    double-pulse = button ->not->both to the flop
    protip: face the docker "into" the core, and the core can be inside your green rails (helps for doors and nick-knacks like this, rotators get excluded)

    I'd recommend you just use green/red rails without the rotators. Who caers if they collide with anything? ->they got no-clip anyways
     

    Master_Artificer

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    A spoiler of some progress now that midterms are done, at least for now.
    303m long
    Oh and I forgot, I finished that big helicopter thing and made some cute tanks for it to carry! :3