Empyrion - Galactic Survival

Empyrion - Galactic Survival

CV Anomaly (v1.7)
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Update: 27 Feb, 2022 @ 7:14pm

v1.7
Just a minor update not much changed but at same time it was a complex addition that extended on specific features and some minor touch ups.

added 2 new custom signals, no physical switch because one isn't needed. The menu on/off signals are in relation to the manual fire guns located on left right and front ports. (1 signal for front ports and 1 signal for both right & left ports)
What i added was blast doors for these ports, actually was a very neat little idea!
When i first built anomaly, blast doors was not in the game else I would have probably done this when i built anomaly. (maybe not though i didn't understand signal stuff then)

Anyways, when you turn "R-L Gun Ports" and "Front Gun Ports" signal on the blast doors open and at the same time these guns will also extend to firing positions. When you turn these signals off blast doors will close sealing up these gaping port holes in the hull and the guns will retract and close also. Really neat addition in my opinion, I really like the idea adds little more realism and physical security/defense to the ship.

With this addition i also went ahead and removed the windows that covered these ports in hanger area, replaced them with combat steel blocks (thin). Also in those areas on the front guns aswell.

Added 2 new hangar lights to fill in a shadow zone

added a missing hangar guide flare on right side now both sides have 52 each like it was supposed to have.

Anyways thats all for now

Update: 26 Feb, 2022 @ 6:13pm

v1.6
Mainly just cosmetic changes and overdue touch ups on that sorta stuff.

-Added a switch for the shutters in C&C

-Changed the air vent in C&C to thin wall mount type

-Changed air vent in gunner 1 room (again) to thin wall mount to match C&C version

-Covered all the fuel tanks & air tanks in engineering best I could anyways (Still some weirdness going on in engineering still determining how I want to solve it)

-I painted some areas of the ship most wont ever see because none of it was visible, unless you used gm console command looked around inside of the walls. Nothing secret in there sorry to disappoint.

-Changed ceiling texture in the hangar.

-Reverse tinted all elevator shaft windows dark on inside (just made finding the exit door easier)

-Added LCD navigation for upper hull elevator

-Added windows where grating was on all color coded looking boxes, engineering mainly but in some other areas also

-Removed 2 unnecessary air vents in hangar (used to be 3 now just 1)

-Changed some wall textures most will probably never notice the change.

Update: 24 Feb, 2022 @ 7:16pm

Version 1.5

-Cleaned up Navigation LCD screens
-Added another switch for gunner 1 room shutters so now one can open windows up and shoot from cockpit view if you like that sorta thing.
-Added LCD screen above the hangar bay door/ramp switch to help guide you on what the switch green/red light what it affects.
-Removed some grates replaced with windows for now just where ammo boxes were, the warp engine and offline protection.
-Removed the box vent in gunner 1 room replaced with smaller version now mounted on wall. Elevator shaft looks more like C&C elevator shaft.
-Cleaned up switch signal for hangar doors/ramps works as it was meant to I had it reverse as to what i wanted learning pains I guess.
-Reverse some tinting on windows on the gunner 1 elevator shaft. (think I for got C&C though I got side tracked I'll do it later with a subtle update).

Think that sums it up for this update.

Update: 7 Oct, 2021 @ 8:33pm

Version 1.4
After much tinkering I finally figured out how to use UI signals and eventually the physical levers/switches.

- Added a switch to open all hanger doors and lower ramps with a flick of a switch so that should save ya much time now I know it did me.

- Removed one of the troopers in the main hanger bay so i could add a logical placement for the hanger door and ramp switch. The location is in the main hanger right before entrance to the elevator that takes you to C&C. Figure for now this is most convenient place to put it.

- Tweaked a little in engineering to help you figure out what is behind the color coded weirdness i got going on in there.

It is possible i did other changes back couple months ago and forgot about it, I'm not sure I quit playing without updating the ship. Something I rarely do.

I may in the future make the ramps and hanger door switches separate because there is times i like having doors open but ramps up like in space for example. Since i have multi turrets on the bottom and ramps will block them but then again one can always just manually open the doors without the switch, so I'll need to ponder the idea more and figure out how I should go about it. What i mean is, do i want 1 switch for all ramps or 2 switches 1 per each side of ramps? i was having this thought with doors also so for now i just placed everything on 1 switch, until i figure out how i want to go about this. If anyone wants to chime in you are welcome to do so in the comments.

Think that sums up this update.

Update: 24 Aug, 2020 @ 4:52am

Ok some extra details I done and more additions. i haven't played game since feb 2020 a bit has been added since then and many different changes so this ship has also needed to get with the times.
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* Fixed the temperature leaks in some parts of the ship. This needed some rework where there was force fields near the manual aim fire guns were. Now these areas have armored windows instead.(i may change these windows to blocks some day)
* Removed the elevator and hall way that accessed the left and right gunner areas, I added a ladder instead. ( I had to, to fix the temp leak )
* Added more crew to the crew quarters area to make it seem a little more alive and not so barren. This is a huge ship should have more NPC action lol. I tried to add some dancers in there but they wanted to dance off the ship. haha
* Added some navigation LCDs in the ship to assist in getting you where you want to go.
* Added the blast door blocks to some areas
* Added the advanced core along with all upgrades to T4 the ship can now be played with CPU points system on. (still has 500K points it can use)
* Removed all RCS blocks there is no need for them. This also allowed me to do the above CPU change
* Added some visual guide lines in the hanger to help assist people that might want to build SV or HV vessels inside of the anomaly (i do it myself) Just helps with knowing the width of each hanger door.
* Repainted the ports for manual firing guns on both left and right to match those of forward manual guns.
* Added the Detector block (poi/structure scanner)
* Some doors were moved around to allow blast door usage.
* Added the teleporter block (located in the C&C) now that the devs of the game streamlined it's usage and made it more usable.

Alot of things my current screen shots show for this ship has changed for the better, so don't take the current screen shots at face value. The outside looks pretty much the same, but the stats and indoor cosmetics has changed alot since I posted them at v1.0
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I think that sums it all up.

Update: 8 Feb, 2020 @ 5:44am

Version 1.2 Update

-Ship extended by 1 block on both front and rear of ship improving combat survivability, fully correcting the hull vulnerability because of turret depth.

-Added few more left & right side thrusters giving a little more strafe ability.

-I left the RCS units I was going to remove them but decided not to I recommend not using them unless you need really fast turning ship turns pretty fast without them but I leave that up to who ever i prefer them off.

-Changed some door styles.

-Reconfigured the manual fire guns back to what i had originally intended before v1.0 release.
Now the guns that fire forward are 2x rocket 2x pulse laser so now capt and the forward gunner each can control a set of guns. For right and left gunners they now have 2 guns each where before 1 gunner could control 1x pulse laser and the gunner 2 could control 3x rocket it's now 2x rockets 2x pulse lasers for both right and left. making the ship 6 person co-op-able. Of coarse anyone can also control the auto turrets making this a force to be reckoned with if you had the man power in online this ship would be a b*tch to fight lol.

-Changed and improved on some inside cosmetics, engineering room has been remodel and the core has been moved to a more secure location with much better protection.

-Reinstalled the missing repair station from v1.1 update.

Think that's it if I forgot anything it would be minor and more related to cosmetics and or detailing and nothing major ship may look little different than 1.0-1.1 but other than that it's the same ship with some overall improvements to combat performance and detailing.

Update: 31 Jan, 2020 @ 9:27pm

(v1.1 Update)

Finally got around to fixing some issues with this ship.

-Fixed the hull vulnerability, because of some turret placements. Along with this fix also corrected some of the internal detailing/cosmetics. Also to fix this problem the c&c elevator that took you to top hull had to be replaced or I should say moved still accessible from c&c. The terrible looking elevator deal in c&c is gone, looks much more cleaner and logical now. The c&c screenshot I'll leave up for now, I'll replace it later.

-Touched up on a few things on the inside, changed some doors. Cosmetics/details look more consistent.

-replaced a large constructor with the advanced version.

-the ship will appear different in looks on the outside than previous version, as the only way to fix the hull issue was to raise turrets up and or out 1 block. This was a bad oversight on my part. One day when im in the mood i will completely redo front and rear of this ship it will be alot of work. I've already got about 30hrs in this ship.

-Ship size has increased to class 7 from 6 because of hull fix. (I'll update some screenshots later)

Guess that about sums it up.

Update: 12 Nov, 2019 @ 4:11pm

v1.0 release.