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[Sci-Fi] MCRN Tachi (spaceship)
   
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1.288 MB
2 Apr @ 8:01am
26 May @ 5:35am
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[Sci-Fi] MCRN Tachi (spaceship)

In 1 collection by cuh4
Cuh4's Contraptions
3 items
Description



📚 | Overview
The MCRN Tachi, a medium-sized heavy corvette designed to own the skies and space.
Unlike my other spaceships, this one has no interior.

Recommended to use with the Infinite Map.

Inspired by the Rocinante from The Expanse[expanse.fandom.com].

🐅 | Agile - This spaceship is agile. You can perform complex maneuvers fast in order to escape or chase targets.

💥 | Combat - This ship comes with four heavy anti-air turrets that are aimed with your mouse. Shooting down missiles and other ships is easy with these turrets.

🏡 | Speed - This spaceship, combined with fast acceleration, can reach high speeds.

🪛 | Requirements
This contraption requires no mods.


⚠️ | A keypad on your keyboard is required. If you do not have a keypad, you will have to manually change the keybinds by right clicking each key trigger on the ship (tip: use detail view to find the key triggers).

✈️ | Movement
Keypad 8 (hold) - Move up
Keypad 5 (hold) - Move down
Keypad 4 (hold) - Move left
Keypad 6 (hold) - Move right

Keypad 7 (hold) - Rotate left
Keypad 9 (hold) - Rotate right

Keypad 3 (toggle) - Toggle main drive

U (toggle) - Toggle motion dampeners

💥 | Combat
H (toggle) - Fire railgun

J (toggle) - Fire missile (make sure targeting laser is green before firing, otherwise the missile will just cruise around)
B (hold) - Rotate missile target detection left
N (hold) - Rotate missile target detection right

Mouse Button 3 (hold) - Aim turrets
Mouse Button 4 (hold) - Shoot turrets


My GitHub - Click Here[github.com]
My Contraption Collection - Click Here
31 Comments
[+] Ajoter un je 24 May @ 5:54am 
nice, looking forward to that
cuh4  [author] 24 May @ 3:56am 
thought of a solution and ive added new turrets on the bottom, will publish update to workshop in a bit
cuh4  [author] 25 Apr @ 1:09pm 
rotating turret in pause mode idea won't work either, the ropes will adapt to the rotation in pause mode
cuh4  [author] 25 Apr @ 1:08pm 
unpausing tends to offset things by a tiny tiny tiny amount which can mess up things in the long run, main reason i dont unpause at all when working on stuff
[+] Ajoter un je 25 Apr @ 11:03am 
It requires to unpause the game while the turret is unfrozen but if you wait long enough for the Pointer to align to it's original angle it shouldn't be a problem
[+] Ajoter un je 25 Apr @ 11:02am 
Here I made a small video showing how the third method would work watch?v=8xGuAU9VX84
[+] Ajoter un je 25 Apr @ 10:50am 
You dont have to unpause the game too rotate the turrets, you just have to select the whole build, center it to the Pointer's rotation thing with the snap grid (Alt + LMB), unselect, then select everything that's part of the turret (everything that moves when aiming) and rotate everything to desired angle relative to the ship.

How is unpausing the game a problem btw? since you can just freeze everything with the context menu i honestly don't know
cuh4  [author] 25 Apr @ 10:34am 
the turrets have no collisions to save a bit on performance, so cant do the first idea. would be noisy and knowing ppg itd probably go through somehow.

with the detectors, not a bad idea to be fair. might give it a try at some point.

with the last idea, that'll require me to unpause the game to rotate the turret to its max angle, and then attach the rope

i appreciate the help btw
[+] Ajoter un je 25 Apr @ 8:58am 
You can add collisions between the guns and the hull to restrict their angle. Or add invisible Particle Projector to prevent the gun from even touching the hull

...Or you can do some complex shit with Detectors that disable the Pointer when they see the gun and enable the gun when looking away but I have no idea how that would work, maybe something can be done with some Counters.

Or you could have an invisible Particle Projector attached to the hull, on top of the turrets, and attached to them by a cable, this way you can bretty muchh choose at what angle the cable becomes tense and stops the turret from stretching it further. (Idk if I made sense here, tell me if I didn't)
cuh4  [author] 25 Apr @ 7:39am 
that is true, but the user can always move their mouse below the ship and use the top pdcs which will result in the pdcs shooting its own ship. i preferably want a way to restrict the turn radius of the turret without unpausing the game (unpausing the game while building can mess up things slightly)