NeonSturm
StormMaker
A good way to increase weight is just using double-layered floors/ceilings.
Efficient design without open machinery but many rooms has light in walls to avoid having lights in the floor one deck higher.
But white light is very bright and thus I don't want peoples having to look directly into it.
I've got good results with covered light such as a metal-mesh in front of the light or coloured light, but it is hard to get indirect/ambient light without adding too much mass, thus I started to have walls, floors and ceilings hollow triple-layers.
I am currently searching for alternatives to plex-lights, but don't want to use ice crystals like I am used to, because they will not be in shops any longer.
Hollow triple-layers are ideal to even out high differences in decks or placing logic in walls. But if you want multiple power arrays to cross your ship and also have 1 whole thrust array, not many small ones, you need a quad-layer for either ceilings or walls at least in every second ceiling.
Efficient design without open machinery but many rooms has light in walls to avoid having lights in the floor one deck higher.
But white light is very bright and thus I don't want peoples having to look directly into it.
I've got good results with covered light such as a metal-mesh in front of the light or coloured light, but it is hard to get indirect/ambient light without adding too much mass, thus I started to have walls, floors and ceilings hollow triple-layers.
I am currently searching for alternatives to plex-lights, but don't want to use ice crystals like I am used to, because they will not be in shops any longer.
Hollow triple-layers are ideal to even out high differences in decks or placing logic in walls. But if you want multiple power arrays to cross your ship and also have 1 whole thrust array, not many small ones, you need a quad-layer for either ceilings or walls at least in every second ceiling.