Discussion in 'Community Creations' started by David184, Oct 17, 2013.
This makes me want to ask "Hey Grif ever wonder why we're here?"
You can create a large welding grid 10x10, 20x20 etc. and have all of the welders face down. Then surround the welders by blocks that cannot be attached to by other blocks flush with tip of the welders, surrounding the perimeter. The 45 degree armor block works well if the flat parts are against the welders. Create a ship out of it with a remote blocks, thrusters, gyros, cargo containers, etc.
Then carefully lay out a level flight path using GPS coordinates. The action should be side to side, advance the length of the welder grid, sweep to the other side, advance, then finally up... repeat in the reverse order... repeat.. repeat... etc.
The perimeter of blocks around the welders prevents over-welding into your flight-path as well as stopping welds from accidentally attaching to the welder grid.
This also give you freedom to virtually build as high and wide as you like. It's not 100% fool-proof, but no automatic welder is.
Oh and to save a lot of future grief, I'd compose the flight-path on a spreadsheet that refers to an original coordinate that outputs Space Engineer formatted GPS coordinates that can be copied to the clipboard and then loaded into the game.
I appreciate the response, I really do, but I don't think you and I are thinking of the same usage. One of the whole points of my printer is to cut down on welders needed for a survival scenario. And making a 20x20 grid or 400 welders is a little unreasonable considering the expected size of ships Wed actually be printing.
Next this is meant to be used on a planet, while the whole gps thing is nice, given how container weight, the sheer weight of that many welders, and the amount of thrust required to keep it on a stable flight path, would probably cost more than the ship it's printing.
And the excel sheet sounds great in theory, for a singular static dock yard that you will never leave that particular area. My printer is meant for colonial work and set up time is not necessarily critical but it's prefered to get the ball rolling quickly. (sneaky saberoids not catching me with pants down)
I'm thinking I might be able to make a colonial base craft like they have in halowars, I just need a single merge block already down on the surface to lock it into place.
Come check out my updated self-welding heavy fighter design - the Bullhead.
The internals have been revamped to cope with recent power balancing changes. 10 SuperCap Capacitors have been temporarily added to the originally all-vanilla design; they will be removed when the balancing will become more finite, but it works well for now.
I’ve also wired up MMaster’s Configurable Automatic LCDs code, which is basically a whole OS that brings out live-fed information about your ship onto LCDs or text panels, so the information displayed on the text panels in the screenshots is generated by that code.
Once again, check it out, and I’d love to hear what you guys think about it.
Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=479084377&searchtext=bullhead
Some basic stats:
Class: Heavy Fighter
Weapons: 12 Gatling Guns, 9 Reloadable Rocket Launchers, 1 MB hard point.
Power: 80.64 MW
100m in: 2.92s
If interested, more info is available in the description.
Just like everyone else, all of my small ships took a nasty hit post 1.096. Lucky me, I had already had an upgraded replacement in the works, at it was easily adapted to address the new reactor/thruster problems (even if in did come in 3 tonnes over my target in the lightest version). I fell I only have one version ready for release at the moment, the F-100C-20 linked below, but I have a photo teaser of the other variants up, too.
F-100C-20 Merlin workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=508794416
My F-100 Merlin series was conceived courtesy of the prospect of planets. I had no dedicated fighters yet able to hold up under 1G of natural gravity, and I felt it was time to move on from my previous standby design so I went for a (mostly) new design. Powered by a main thruster array of 5 large thrusters and 8 small, plus a ventral array of 2 large and 14 small thrusters, I sincerely doubt planetary gravity will be a issue for the Merlin. Well, except for the dedicated space-borne interceptor model I am still tweaking (soon to be released).
The Block 20 "C" model I linked to in the workshop is the mainstay planetary version I envision holding up quite well in both the fighter role and ground-attack mission, though I feel the main reactor is a little precariously positioned, with an uncomfortably low amount of armor protection. This version handles well with 18.1 m/s^2 of forward acceleration and just barely over 10 m/s^2 in the vertical, plus a token set of lateral thrusters and four gyros rounding out the propulsion and maneuvering setup. Power management is a little tricky, with only 21.25 MW available, enough to push the fighter to 98% of reactor capacity with the primary and ventral arrays firing. Armament is quite heavy with x8 gatlings and two rocket launchers fed by four small and one medium cargo containers.
And as usual, all F-100s I have made so far are completely vanilla and survival-ready.
Side note: Anyone else ever feel they make way too many versions of one ship? I have something in the range of 7 variants of the Merlin with 30 sub-types between them so far.
Hyperion Heavy Cruiser - EAS Lexington
Very much a WIP but coming together nicely
Well for atmospheric use that would be a bit much. You can cut down on the number of welders, certainly, especially for smaller large ships, as well as the number of passes. I was thinking of printing a massive ship. I've used the technique in survival before and it was a huge time saver... using an existing host ship with a relatively flat bottom. So it's definitely mobile... and doesn't require pistons or rotors.
Speaking in terms of end game builds I can see your way being much faster, but coming at a much greater cost, in theory I could use 1/20th of the welders for similar build sizes. Also if I had to abandon it, I wouldn't feel so bad about it, in terms of resource loss. For what it's worth though, it probably won't be used for printing ships planet side, but rather building modules that can be placed on the main base. If only we had rails, I could easily slide the whole unit out and use something to pick it up.
Prospector 4 (also a prototype)
rotor based suspension is developing, double wishbone on all wheels now. the dampers force is currently tied to deflection angle, i want to change that to deflection rate, but thats a hefty re-write that im not up for tonight. traction control has been re-done to be smoother than before. rotor based steering is now controlled via torque controlled servomechanism, which allows me to put in... Ackermann steering calculations! no more scuffing wheels on turns! having both angles calculated seperatly also allows me to calculate the turn radius of each wheel, so i can make a differential! and i can do it for 4 wheels! (i would like to do it for any number, but im tired and dont want to think about that right now...).
features will include:
fully articulated double wishbone suspension with damping (i have an idea for setting dynamic ride height control without using a ground sensor, so no more adjusting suspension to loads). torque controlled servomechanism steering that is dynamically adjusted for a common turning circle on all four wheels. traction control (now smother transition in torque levels). differential wheel speeds during turns, based on the radius of the turn. plus all the modern conveniences of the prospector 3, like toggle-able cruise control and self centering steering, oxygen support, built in service jack system, easy access to cargo and cockpit from the ground, ore detector, beacon and antenna, as well as ample storage and docking facilities for your field sampling needs. additional features that are patience dependent include remote piloting, and the ability to adjust ride height with the WASD keys via a tool bar mode switch.
as before, the Prospector 4 has been built primarily as a test bed for motion control methods as part of a joint project with @GrindyGears, who is being very patient with my tendency to throw everything away and rewrite it from scratch halfway through de-bugging.
This wandering light is fascinating me to no end.
What i am looking at here ?
It's a wandering sun being reflected wierdly on the walls. I've noticed that even a sun set to 24 hours rotation is still wabbling a bit and sometimes produces weird shadows but this is the first time i've seen it do this. Reminds me a lot of a sunset at a beach, actually.
how did you do that?
Edit: sorry I got someone next to me who likes to talk when someone is typing. Took too long to write this and missed your reply.
See the post directly above it was a coincidence. You could probably replicate it with a fast sun and a few walls. I guess the stringy shadows come from the slanted windows' frames.
edit: yeah, i got two of those myself only mine have feathers.
Use the vanilla thrusters, after the balancing they got pretty strong. Most modded thrusters didnt get a buff yet.
Last time I checked 6 large large grid thrusters were able to lift 10.000 tons with the natural gravity mod.
Erm....well, no sci-fi setting has capital ships doing atmospheric entry. It's either smaller ships (yes, Millenium Falcon is considered a small ship) or shuttles (if the main ship is a capital).
Happy 100th page anniversary!
wow! a hundred pages of awesome builds!
quick, someone post a pic of Voyager landed on a planet. see if we can get a comment on it from our resident trekie.
*waits for Rotal to storm in waving a 'Voyager was a travesty' banner*
By class, AFAIK: cruiser, cruiser, some refitted cargo vessel, and a medical frigate. They were big, but in the scale of things, hardly capital.
Voyager wasnt that bad....It just had its quirks
Well, Yes, but at the time both the Acclamator and Venator filled the role of capital ships. The Acclamator isn't exactly huge(relatively speaking) But on the other hand it was a glorified Cargo Ferry pressed into crusier/carrier/escort/destroyer duty And for a short time served as the capital class ships for the republic. The Venator was primarily a Carrier/Destroyer but filled the Capital ship role later on as well.
The Lucrehulk was a merchant cargoship refitted for war yes, but in many cases it would serve as the capital ship/carrier of many fleet engagements.
The last ship was a corvette type, but on a variable scale it would still occasionaly find itself as the capital ship of some engagements. But again, its on the lowest possible scale of what can be excused for it.
In the end it's all relative especialy since all the "capital ship" title means is that its the biggest or most powerful ship on its side of the engagement. Or even just in that range of ships.
Acclamator Length 752 meters Width 460 meters Height/depth 200 meters (with landing gear) 183 meters (in flight)
Venator Length 1,137 meters Width 548 meters Height/depth 268 meters
Lucrehulk Length 3,170 meters Width 3,009 meters Height/depth 1,028.77 meter ( Coreship Width 696 meters )
CR90 Corvette Length 150 meters Width 48.6 meters Height/depth 32.6 meters (including upper communications antenna)
If we take a step sideways to the Halo Universe, while the first ship is not exactly what I suppose would fit the capital ship, in the spirit of discussion I think it fits that its a large type ship flying in atmosphere not to mention the other two. And all three of these ships displayed the ability to if not properely LAND (the dawn did though) the other two were at least capable of entering and leaving atmosphere and serving in them.
Charon-class light frigate "UNSC Forward Unto Dawn" Length 489.8 metres (1,607 ft) Width 155.2 metres (509 ft) Height 139.2 metres (457 ft)
Infinity-class warship "UNSC Infinity" Length 5,694.2 metres (18,682 ft) Width 833.3 metres (2,734 ft) Height 1,041.2 metres (3,416 ft)
Phoenix-class colony/support ship "UNSC Spirit of Fire" Length 2.5 kilometres (8,200 ft)
As for Star Trek, well, I'll just link this here page:
http://star-trek.answers.wikia.com/wiki/Why_can't_the_enterprise_enter_earth's_atmosphere (Short answer, they can.)
I'll end my part of this discussion here since its getting out of hand and way off-topic.
Voyager, just like TOS and Season 3 of Enterprise, are kinda like that drunk uncle you have to accept because he's part of the family. You can't choose your family. Still. Could be worse.
Could be JJTrek.
Gah, Voyager on it's spindly legs is burning my eyes! My eyes!
As in the B5 universe the larger ships were affected by the gravitational pull of planets hence it was a tactical advantage fighting someone with their back to a planet. I can't wait to see if it's possible to slingshot a ship around a planet Farscape style
Personally I'll have a shuttle or something to land on planets. Can't wait though, all these thoughts are giving me hype! Quickly send me a link to a douche topic about bugs I need to come back to Earth
Apparently the reason for the legs being so tiny is that nobody told the poor guys designing the ship that it was going to land. Conversely, the Defiant was designed with Landing Struts but nobody told the writers about it; years later they heard about it and lamented the lost story opportunities. And now Boom-Boom Abrams has the Enterprise going underwater and being built on the surface. Because quantum, i guess. Let's blame quantum.
Agreed. I've got a couple small craft for planetfall; even with buffed thrusters, I doubt my larger ships can break free of the gravity. There's a really cool SE space elevator video on YouTube that I need to watch again, see what I can learn from it.
Well I must admit I love that scene when he rocks up on his bike to see it sitting all lit up at night and if it can fly in space why not underwater haha. Of course the original Enterprise was to land on planets but they couldn't afford the effects of it landing so hey presto Teleportation! I must admit I forgot Voyager could do that. But then why did her nacelles move before warp? Meh because it looked cool. All or most sci-fi ships are a little flawed.
Okay I had to butt back in...
Maybe the enterprise sits on its landing gears the same way that the acclamator(which actually has landing gears) and venator does.
By having its artificial gravity/antigravity systems fully powered to counter its mass, possibly firing repulsors(maneuvering thrusters) to keep it up on legs too spindly to really support the ship.
As for construction, initially it just might mass little enough for the legs to support it, and then one of the first systems fitted will be the gravity ones to support further construction.
Oh and regardless of this little discussion, I will try my ships in gravity but I will also be relying on smaller transports or other small craft for getting on and off planetary surfaces.
Pretty sure they moved before warp to put them in the same "raised" position relative to the ship that the preceeding vessels had, for ... warp field generation, or something. @RotalHenricsson, illuminate us please!
(But yes, Rule of Cool there. Now if only they could spin as well ...)
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