ZimmTech: Pirate Fleet Competition [Awards Announced]

    Lone_Puppy

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    I've got both active and inactive versions of my loot pinatas. The only difference between the 2 versions is the mode they are in. Very handy when you want to spawn something and mess with it and not have to chase it half way across the galaxy just to change something on it. :)
    Lol! I know what you mean. :)

    My early experiments with push/pull effect for cruise control resulted in many frustrating chases. Well, until I discovered the benefits of built in docking at the rear. ;-)
     
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    Blergh, a week without a computer (Yay vacation!) put me a bit behind. I'll have to bundle up my alpha versions of my ships for submission.
     
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    Blergh, a week without a computer (Yay vacation!) put me a bit behind. I'll have to bundle up my alpha versions of my ships for submission.
    Dont stress to hard, Ill give y'all the weekend to finalize your designs.
     

    Lone_Puppy

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    Oh man! I've just been watching a battle with my 5 ships and 5 Isanths. The Isanths were Pirates and my ships Trading Guild.

    One Isanth disappeared and the remaining 4 have been well smashed. Took about an hour and a half for defeat and my guys won. Woot woot! :)

    My Erox and Trixnos have performed way better than I expected. The other guys just mucked around.

    I boarded the Erox and entered the core of the pod so I could get a ring side and discovered a design flaw in my Erox. :-(
    The right cannon is missing blocks. I must not have used the Symmetry Build planes at some point. Still, it has held its own much better than I thought.

    Oh yeah, the sneaky Pirates lead my guys over to a Pirate station where it's turrets joined the fight and a few of my ships started focussing on the station. I had to intervene and destroy the station.
     
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    Lone_Puppy

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    I've added to my content description a couple demo videos for the Erox Runner and Trixnos Fighter.

    Erox

    Trixnos
     
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    StormWing0

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    yay last one in but the cargo launchers don't want to play nice for some reason. o_O I know the setup works but it doesn't like me right now. XD In any event all of them are in. Keep in mind any battle with Loot Pinatas isn't likely to last long since they will jump out the very second they are able. Also I think I saved the Hauler a second or two before it was going into it's jump cycle. :oops::oops:
    [DOUBLEPOST=1445224019,1445223343][/DOUBLEPOST]OK strange the community content section doesn't want to change out the files. Here's the file incase it doesn't update.
    [DOUBLEPOST=1445224819][/DOUBLEPOST]Problem Solved, Darn file has to be the same name when replaced. >_>
     

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    Finally finished my entry. For some reason, half my weapon systems stopped working and I had to replace the computers :confused:

    The Shepherds are a bunch of slavers. With a few twisted interpretations of various religious texts, they've convinced themselves that mankind is damned and ought to be working towards forgiveness through a lifetime of harsh labor and cruel conditions. Of course, the Shepherds are there to help people along on this little quest for redemption, whether they like it or not. There a rather few "true believers" - most of the rank and file Shepherds pay lip service to the creed, motivated instead by a chance for power and wealth.

    Since the Shepherds traffic in human cargo, they have a little more incentive than most pirates to keep ships intact. They lean towards disabling ships and using precision fire to shut down and soften up targets before sending in boarders to capture crew and passengers.


    The Beacon - Shepherds have taken to refitting old communications satellites with weapons and using false distress beacons to lure rescuers into ambushes. This one has a jump inhibitor and EMP cannon to help lock down ships for the ambush.
    shepherd_beacon.png


    The Hound - A small scout for locating soft targets. Six long-range cannons give it punch against moderately armored ships, and a small auto-cannon can be deployed against soft targets. It is armored enough to skirmish against better armed foes, but is unlikely to do significant damage without support.
    shepherd_hound.png

    Jaws - This Shepherd ship is based on a modified mining hauler. Most of the internal space was converted for transporting human cargo. The remaining space was devoted to weapons systems and a small crew area. It's freighter origin leaves it rather unmaneuverable, but EMP and Stop lasers allow it to catch up to slow merchant vessels, where its cutting laser can be used to clear the way for boarders.
    shepherd_jaws.png

    The Stave - Based on a similar chassis as Jaws, the Stave is a companion ship intended to occupy defenders during raids. Four ion lasers allow it to shave through shields, while a heavy-cannon array gives it decent penetration versus armor. Two light cutting lasers give it versatility for attacks against light targets and supporting boarding parties.
    shepherd_stave.png

    The Wolf - This grown-up version of the Hound is a maneuverable superiority fighter used for escorting Shepherd raiding parties. Based on captured military hardware, the Wolf's high thrust and frontal armor allow it to engage enemy fighters head-on. Two heavy cannons provide high-penetration against enemy fighters, and a rapid ion cannon ensures enemy shields stay down during attack. Four sets of single-axis anti-missile turrets provide long-range missile tracking and engagement along several engagement axes while maintaining a low profile.
    shepherd_wolf.png
     

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    Lone_Puppy

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    Finally finished my entry. For some reason, half my weapon systems stopped working and I had to replace the computers :confused:

    The Shepherds are a bunch of slavers. With a few twisted interpretations of various religious texts, they've convinced themselves that mankind is damned and ought to be working towards forgiveness through a lifetime of harsh labor and cruel conditions. Of course, the Shepherds are there to help people along on this little quest for redemption, whether they like it or not. There a rather few "true believers" - most of the rank and file Shepherds pay lip service to the creed, motivated instead by a chance for power and wealth.

    Since the Shepherds traffic in human cargo, they have a little more incentive than most pirates to keep ships intact. They lean towards disabling ships and using precision fire to shut down and soften up targets before sending in boarders to capture crew and passengers.


    The Beacon - Shepherds have taken to refitting old communications satellites with weapons and using false distress beacons to lure rescuers into ambushes. This one has a jump inhibitor and EMP cannon to help lock down ships for the ambush.
    View attachment 17189


    The Hound - A small scout for locating soft targets. Six long-range cannons give it punch against moderately armored ships, and a small auto-cannon can be deployed against soft targets. It is armored enough to skirmish against better armed foes, but is unlikely to do significant damage without support.
    View attachment 17190

    Jaws - This Shepherd ship is based on a modified mining hauler. Most of the internal space was converted for transporting human cargo. The remaining space was devoted to weapons systems and a small crew area. It's freighter origin leaves it rather unmaneuverable, but EMP and Stop lasers allow it to catch up to slow merchant vessels, where its cutting laser can be used to clear the way for boarders.
    View attachment 17191

    The Stave - Based on a similar chassis as Jaws, the Stave is a companion ship intended to occupy defenders during raids. Four ion lasers allow it to shave through shields, while a heavy-cannon array gives it decent penetration versus armor. Two light cutting lasers give it versatility for attacks against light targets and supporting boarding parties.
    View attachment 17192

    The Wolf - This grown-up version of the Hound is a maneuverable superiority fighter used for escorting Shepherd raiding parties. Based on captured military hardware, the Wolf's high thrust and frontal armor allow it to engage enemy fighters head-on. Two heavy cannons provide high-penetration against enemy fighters, and a rapid ion cannon ensures enemy shields stay down during attack. Four sets of single-axis anti-missile turrets provide long-range missile tracking and engagement along several engagement axes while maintaining a low profile.
    View attachment 17193
    They sound a lot like Necromongers from Chronicles of Riddik. :)
     

    Matt_Bradock

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    Finally finished my entry. For some reason, half my weapon systems stopped working and I had to replace the computers :confused:

    The Shepherds are a bunch of slavers. With a few twisted interpretations of various religious texts, they've convinced themselves that mankind is damned and ought to be working towards forgiveness through a lifetime of harsh labor and cruel conditions. Of course, the Shepherds are there to help people along on this little quest for redemption, whether they like it or not. There a rather few "true believers" - most of the rank and file Shepherds pay lip service to the creed, motivated instead by a chance for power and wealth.

    Since the Shepherds traffic in human cargo, they have a little more incentive than most pirates to keep ships intact. They lean towards disabling ships and using precision fire to shut down and soften up targets before sending in boarders to capture crew and passengers.


    The Beacon - Shepherds have taken to refitting old communications satellites with weapons and using false distress beacons to lure rescuers into ambushes. This one has a jump inhibitor and EMP cannon to help lock down ships for the ambush.
    View attachment 17189


    The Hound - A small scout for locating soft targets. Six long-range cannons give it punch against moderately armored ships, and a small auto-cannon can be deployed against soft targets. It is armored enough to skirmish against better armed foes, but is unlikely to do significant damage without support.
    View attachment 17190

    Jaws - This Shepherd ship is based on a modified mining hauler. Most of the internal space was converted for transporting human cargo. The remaining space was devoted to weapons systems and a small crew area. It's freighter origin leaves it rather unmaneuverable, but EMP and Stop lasers allow it to catch up to slow merchant vessels, where its cutting laser can be used to clear the way for boarders.
    View attachment 17191

    The Stave - Based on a similar chassis as Jaws, the Stave is a companion ship intended to occupy defenders during raids. Four ion lasers allow it to shave through shields, while a heavy-cannon array gives it decent penetration versus armor. Two light cutting lasers give it versatility for attacks against light targets and supporting boarding parties.
    View attachment 17192

    The Wolf - This grown-up version of the Hound is a maneuverable superiority fighter used for escorting Shepherd raiding parties. Based on captured military hardware, the Wolf's high thrust and frontal armor allow it to engage enemy fighters head-on. Two heavy cannons provide high-penetration against enemy fighters, and a rapid ion cannon ensures enemy shields stay down during attack. Four sets of single-axis anti-missile turrets provide long-range missile tracking and engagement along several engagement axes while maintaining a low profile.
    View attachment 17193

    Damn that's one scary bunch I wouldn't wanna run into as a law-abiding mechant or space miner... Wherever these guys appear, system authorities should start running convoys with heavy armed escorts.
     

    StormWing0

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    just noticed a logic error on the Loot Pinata Hauler. >_> Placed the logic too close to the rails and the NOTs are getting signals from the activation blocks and the rails. :oops::oops::oops: So that means the cargo boxes don't launch. >_> I'll fix that in a sec but not caring at this point. The last two ships are basically me testing out a ton of logic so that's why they took so long.

    All ships have been in for a while though so if anyone wants to see the fixed versions it'll be uploaded but no idea what'll happen.
     

    StormWing0

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    Final Fix of the Loot Pinatas. All I did was fix the Hauler and its logic issues. It still likes to fire off the cans when nothing is around but at least it is now playing nice. Only issue, I couldn't fully uncharge the jump drives without taking it apart so when it spawns it is gone not more than a second or two later. Happy hunting. :P

    http://starmadedock.net/content/zimmtech-piratefleet-loot-pinatas.3515/
     
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    Competition is officially closed. Thank you all for participating! I will judge the entries this week and the results will be announced this Friday. Please make sure that your name is on this thread's OP so that I include your entry, thank you.
     
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    StormWing0

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    oops forgot to add my name on mine. Also does it have to be on the file too since the update thing doesn't like changing files out if they aren't named the same. >_>
     
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    oops forgot to add my name on mine. Also does it have to be on the file too since the update thing doesn't like changing files out if they aren't named the same. >_>
    I meant this threads OP, Ill figure out whos ships are whos so you're good.
     

    StormWing0

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    lol my naming format was Topic Name, Fleet Name

    Totally spaced on having player name in there for the file itself. XD Oh well, you'll know it's mine if it looks like it's made of things we need to build with and tries to either jump out before being noticed or tries to stall for time. :)

    The funny thing about the last Loot Pinata, the Loot Pinata Hauler is that it is mid jump cycle so odds are it'll jump out the second it is spawned. Only way I can think of for resetting it would be to change the amount of modules on the drives but that said once it starts going good luck keeping up. :P Seems that it charges the drives while jumping so by the time it finishes getting somewhere the next drives are ready to go again and fire. Didn't expect it to do this so if you need the inactive versions for closer study let me know. :)
     

    Lone_Puppy

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    Finally finished my entry. For some reason, half my weapon systems stopped working and I had to replace the computers :confused:

    The Shepherds are a bunch of slavers. With a few twisted interpretations of various religious texts, they've convinced themselves that mankind is damned and ought to be working towards forgiveness through a lifetime of harsh labor and cruel conditions. Of course, the Shepherds are there to help people along on this little quest for redemption, whether they like it or not. There a rather few "true believers" - most of the rank and file Shepherds pay lip service to the creed, motivated instead by a chance for power and wealth.

    Since the Shepherds traffic in human cargo, they have a little more incentive than most pirates to keep ships intact. They lean towards disabling ships and using precision fire to shut down and soften up targets before sending in boarders to capture crew and passengers.


    The Beacon - Shepherds have taken to refitting old communications satellites with weapons and using false distress beacons to lure rescuers into ambushes. This one has a jump inhibitor and EMP cannon to help lock down ships for the ambush.
    View attachment 17189


    The Hound - A small scout for locating soft targets. Six long-range cannons give it punch against moderately armored ships, and a small auto-cannon can be deployed against soft targets. It is armored enough to skirmish against better armed foes, but is unlikely to do significant damage without support.
    View attachment 17190

    Jaws - This Shepherd ship is based on a modified mining hauler. Most of the internal space was converted for transporting human cargo. The remaining space was devoted to weapons systems and a small crew area. It's freighter origin leaves it rather unmaneuverable, but EMP and Stop lasers allow it to catch up to slow merchant vessels, where its cutting laser can be used to clear the way for boarders.
    View attachment 17191

    The Stave - Based on a similar chassis as Jaws, the Stave is a companion ship intended to occupy defenders during raids. Four ion lasers allow it to shave through shields, while a heavy-cannon array gives it decent penetration versus armor. Two light cutting lasers give it versatility for attacks against light targets and supporting boarding parties.
    View attachment 17192

    The Wolf - This grown-up version of the Hound is a maneuverable superiority fighter used for escorting Shepherd raiding parties. Based on captured military hardware, the Wolf's high thrust and frontal armor allow it to engage enemy fighters head-on. Two heavy cannons provide high-penetration against enemy fighters, and a rapid ion cannon ensures enemy shields stay down during attack. Four sets of single-axis anti-missile turrets provide long-range missile tracking and engagement along several engagement axes while maintaining a low profile.
    View attachment 17193
    I like your Wolf and Hound. :)
     

    Lone_Puppy

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    lol my naming format was Topic Name, Fleet Name

    Totally spaced on having player name in there for the file itself. XD Oh well, you'll know it's mine if it looks like it's made of things we need to build with and tries to either jump out before being noticed or tries to stall for time. :)

    The funny thing about the last Loot Pinata, the Loot Pinata Hauler is that it is mid jump cycle so odds are it'll jump out the second it is spawned. Only way I can think of for resetting it would be to change the amount of modules on the drives but that said once it starts going good luck keeping up. :p Seems that it charges the drives while jumping so by the time it finishes getting somewhere the next drives are ready to go again and fire. Didn't expect it to do this so if you need the inactive versions for closer study let me know. :)
    I'm keen to know how you configured the jump drives for automation. I'd like to apply this to my own ships.

    Oh yeah, you could use a jump inhibitor to prevent it jumping.