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* More Weapons: Nope -> it's a cargo & production ship + has already all (by default) allowed turrets.
* The only battle station that are, are for the artillery (though, you could use any other turret of your choice)
* That extra switch has now been done (with the increased signal slots in P menu) - but i'm not happy with the the Ship's overall A10 adjustments just yet.. I need to do more.
But I'll consider to leave the LCD scripting for another - much later update, as I wanted to have that done 'at the same time' - and working.
Ok, i'm doing an early update - as seperate BP as I also use a script mod for dynamic LCD's in A10 play.
https://steamproxy.net/sharedfiles/filedetails/?id=1801624980
My only complaints is that the size class being 31 makes it unavailable to spawn in most servers. :(
Other than that it needs more fixed guns like pulse lasers, as well as a combat battlestation, unless I missed it. Also, drill turret shutter doors need a switch in CP instead of just on the wall near them.
At first it turns like a planet but after flipping thruster switches in the CP it turns just fine.
This was not inteded, thank you for telling me!
No wonder it got so many downvotes... :(
Since I released her, I could spawn her as a regular player on 2 servers.
How is that possible - all of a sudden a 2nd core?!?
Anyway...
Updated:
* only 1 core now...
What do you mean by 'changed the cpu and now works'?
Of course, but I'd prefer to wait until the release of the A10 itself - so that there are less updates after it's release.
(the logic switch-change just after its introduction of the NPC-may-pass-doors was a painfull experience at the start of the A9, thus I wait a bit this time)
* Oxygen (left)
* Ventilation ('middle')
But first off, somewhere between the initial release and the first update some ventilation shafts got stucked, thus it required a 2nd update.
Could you please start a creative session, spawn in Mirai and see if you still have the o2 issue?
(after filling the o2 tanks and re-enable the o2 of course)
If you dont (expected), then you had the bad luck of 'produced' such a version of Mirai with the stucked vents - in the actual game :(
Then the blueprint in the library has updated itself, but of course the produced ingame ship havent.
Otherwise, please be more elaborate.
I revoke my comment of the maneuverible. To many things to look at it and my less experience!
But there is a problem with the O2 or is it just my fault again?
* Alot of textures/colors
* Food/Medic got its own group in the "P" menu
* Food/Medic fridges replaced next to their according Food Processor
* Renamed the SC Hydrogen Bottles to Promethium Pellets
* Renamed the AC Player Ammo to Hydrogen Bottles
* Fixed: Wifi list should now be easier
* Moved all RCS of Group 'thrust_extra' to the Group 'thrust_planet' so M/V Players get the use of those 'counters' vs the Cargo load.
* Fixed some symtetry issues with 'flaps'
* Fixed some missing textures and alignments
* Removed some remaining markers from while Building
* Colored constructors
Long Story short:
You dont expect a truck to turn like a Ferrari, Porsche or whatnot, do you?
Details:
It is a 290m Long ship, which carry's ~3'500'000 SU or about 244kt of Cargo (CS blocks) -> while the ship itself is only 143kt.
And all that while beeing MV and High gravity capable.
I have bigger CV's, which therefor also use more RCS' (but also have lower turn rates)....
But the sweet spot of RCS' for the Mirai seems to be about 200'ish.
Regardless wether I add - or remove - RCS', the turn rate decreases, getting lower and worse.
Sure, one could remove up to like 3-8 XL thrusters…
What would that bring?
Well, like 0.15° yaw per 2 XL thrusters, so up to 0.6° yaw for 8 XL thrusters.
This is a very important Point to me, because I expect M/V to get more intense, specialy with Docking of HV/SV's that have Cargo as well.
hth
Great Work!
PiaPanda, thanks for the outside ^^
But I (did and) do Play bigger ships alone, I guess one needs some game practice to handle such a ship. :p
but i like the out side style
Spawned her in your Creative Studio(Thank you for this as well.) to take a look.
You and your creative peers are awesome for assembling so many beautiful ships for those of us who are creatively challenged to use. When I try and build a ship, it ends up looking like a cross between a Borg Cube and some sort of exotic welding art you'd find in a gallery.
Except it's really ugly. LOL
I look forward to your future work.
Thank you again!
* O2 @ public toilets restored
* O2 @ upper ramp entries
* Added textures in upper ramp entries
* Texture issues/orientation in lower maintenance side halls
* Light issues in first maintenance elevator rooms
* fixed textures at stairs
* fixed blocks at stairs
Jup @Vitani, es ist halt ein 290m langes Schiff, das hat nun mal einen etwas längeren Dreh-Radius -> langsamer.
Ich bin aber auch etwas erstaunt das bei diesem Schiff der 'idale RCS Wert' bei 200 liegt, ich hab ein grösseres CV wo 'dieser Wert' bei 700 verbauten RCS liegt, also 3.5 mal mehr -> dabei ist dort der Gieren-Wert jedoch nur bei 0.3° (yaw).
Daher sage ich ja auch schon langem, die RCS T2 sind (bzw waren) GUT so wie sie sind!
Nur bei kleinen Schiffen sind sie zu stark (bis 'class' ~9, bzw bis ca 100kt).
Jedenfalls ist dies mein Eindruck.
Where I'll be fixing:
* Oxygen at toilet room (this WAS working once, otherwise I would not have released it!!)
* texture misalignment in maintance corridors
* LCD 'fixes' for the tool-turrets
For anyone who has found other isuses, please hop in and tell me, so it'll be included in the next update!
Thank you for helping me to make this ship perfect (at least that's my goal) :)
Ohhh... just now a possible solution to improve turn rate comes to mind.. we shall see if it's working ;)
Vitani, try adding or removing RCS, you'll figure it'll only get worse -> either way.
The turnrate it has, is the best I could achieve - so far.
And it's using 200 RCS, some consider that too much, yet it's not enough for a decent turnrate :(
This said, if you or anyone else can give me a hint of how to improve the turnrate of this ship without destroying it, please, let me know - I'll happily apply it!
On the other side….
I finaly could spawn it in MP, and for those who didnt watched my stream (german), I got upset, pretty much…
Not sure of the why or how, but I found (again.. argh) texture issues, and even more important/worse.. that one room which had Oxygen, all of sudden has none... :(
So there will be another update Incoming soon (this week)!
That is what I aim for with all my ships, granted, not all of them look as good as Mirai ;)
Thanks alot Cheecky Shenanigans! o7
Thank you hos1982 & RhodeKill.
Thanks alot Fractalite, means alot for me to hear this from you, as you've been one of those builders that inspired me the most when I had bought the game back in 2017! :)
I thought this might give a nice touch for a ship of this size :)
* Fixed the Spanji trap
* Fixed textures below the Spanji trap (thx for the review)
* Some textures at the armor for Xcaliber (thx for the review)
* Fewer Pipes at Bridge for Commander/Pilot safety
* Commanders room finaly got an image
* More LCD's for orientation
* Changed LCD's to use 'floor' numbers
* No 'flying' LCD, could get off the Fixation of 'must see full corridor'
* Some more texture/color fixes
Hope i catched them all, please let me know if you find any texture issues, thank you!
Thank you Wallenstein, McFly, Jrandall, Jepbindawernoch and Ravien_FF! :D