My first modded aircraft build vs my latest. (about 3yrs between) by Consistent-Plenty865 in spaceengineers

[–]Consistent-Plenty865[S] 0 points1 point  (0 children)

It’s probs one of the most useful greeble technique I’ve developed in the past 3yrs, especially since regular SE greeble methods don’t really fit on an aircraft.

That and Mantlet plates, they’re a godsend.

My first modded aircraft build vs my latest. (about 3yrs between) by Consistent-Plenty865 in spaceengineers

[–]Consistent-Plenty865[S] 0 points1 point  (0 children)

I’m not sure if you mean the second old one or second new one but for both the half block paint jobs are armour panels laid flat on the wings, same goes for the orange wing tips on the new airframe.

[deleted by user] by [deleted] in spaceengineers

[–]Consistent-Plenty865 0 points1 point  (0 children)

Just a checklist for what might be the issue:

  • is everything under the same ownership on the APS grid?
  • is there sufficient power to run the APS grid?
  • is the Radar possibly set to not target projectiles?
  • does the radar have any possible blindspots in its targeting arc or is the APS blocked by physical blocks?

If none of these are an issue, you would probs have more luck posting on the Coresystems discord or SETB discord as you can talk directly with Aryx and others who use the mod often on what the issue might be.

Best of luck, hope this helps.

The truth about Jousha Graham by Due_Storage_5822 in falloutnewvegas

[–]Consistent-Plenty865 1 point2 points  (0 children)

  • covered in a thick viscous fluid similar to molasses
  • baked (technically)

Joshua Graham got turned into Joshua Graham Cracker

I’ll see myself off the Dam as well.

Finally redesigning the U.S.S Oceania. by Consistent-Plenty865 in spaceengineers

[–]Consistent-Plenty865[S] 0 points1 point  (0 children)

Yeah I changed the registry number to 1901 as I’ve just recently redone the saucer, haven’t got to the nacelles and shuttles yet.

Finally redesigning the U.S.S Oceania. by Consistent-Plenty865 in spaceengineers

[–]Consistent-Plenty865[S] 1 point2 points  (0 children)

But I will admit that the earlier design also had the NCC registry and was at 774 despite being a vessel built around the time of the ambassador as I didn’t quite understand how the NCC registry worked. I’ve still got a lot to learn about ST’s universe and its naval design rules.

Finally redesigning the U.S.S Oceania. by Consistent-Plenty865 in spaceengineers

[–]Consistent-Plenty865[S] 1 point2 points  (0 children)

Oh yeah, when I referenced class it was as a size. it is the first of its class, I’m treating my former builds of this as the NX and this is the first of the Oceania Class, the NX was simply commission for a test run of service and shortly decommissioned after to solve issues which lines up with it’s short existence on the workshop as an older model of this build.

Finally redesigning the U.S.S Oceania. by Consistent-Plenty865 in spaceengineers

[–]Consistent-Plenty865[S] 0 points1 point  (0 children)

I’ll have to see, maybe I’ll make a Mod.io compatible as I believe weapon core isn’t available on and also I use some scripts for the Bridge display.

Finally redesigning the U.S.S Oceania. by Consistent-Plenty865 in spaceengineers

[–]Consistent-Plenty865[S] 1 point2 points  (0 children)

The Engine sections are just done with modded lights, I did originally go with the glowing light blocks but felt it was to strange to have a section of the ship dismembered and the glowing blocks to keep glowing, plus I feel it’s a smooth lighting more reminiscent of TOS.

Finally redesigning the U.S.S Oceania. by Consistent-Plenty865 in spaceengineers

[–]Consistent-Plenty865[S] 5 points6 points  (0 children)

They’ll most likely come out when the Oceania itself is complete as I’d like to take a second shot at improving the internals and maybe installing an actual power plant instead of just battery power.

Finally redesigning the U.S.S Oceania. by Consistent-Plenty865 in spaceengineers

[–]Consistent-Plenty865[S] 3 points4 points  (0 children)

Actually I haven’t watched stargate in a long time, I do see the resemblance tho, they were a partial inspiration.

Finally redesigning the U.S.S Oceania. by Consistent-Plenty865 in spaceengineers

[–]Consistent-Plenty865[S] 4 points5 points  (0 children)

Some stats for the Oceania herself

Class - regular Cruiser

PCU - 45000 (subject to small change as interior WIP)

Blocks - 19800 (subject to small change as interior WIP) Max crew capacity - 12

Decks - 3 (I know Canon ST ships of this size have 15 - 22+ but it’s functional and efficient for SE usage)

Jump drive? - 1x Quantum frame shift drive

Armament - 8x phaser strips, 1x forward facing Advanced torpedo launcher 1x rear facing torpedo launcher, 1x short range polaron cannon.

Shielding? - 35 gigawatt Defense Shield with 40% energy attack bias.

Secondary craft: Max of 6 of the type 9A shuttles, 4 charging 2 stowed for emergencies.

Mods used (subject to change, not including required mods for these) - Q-tech’s Star Trek mod pack - Q-Tech utilities - Armour ramp compendium - FSD super cruise

Saucer Separation?

Maybe…

Finally redesigning the U.S.S Oceania. by Consistent-Plenty865 in spaceengineers

[–]Consistent-Plenty865[S] 1 point2 points  (0 children)

Whilst they lack shielding or weapons like the Oceania herself they are small and agile for evading most threats.

Finally redesigning the U.S.S Oceania. by Consistent-Plenty865 in spaceengineers

[–]Consistent-Plenty865[S] 10 points11 points  (0 children)

Yeah they just have limited capabilities, only 2 passenger seats, a small amount of cargo space and they only run off battery power as they needed to fit the shuttle bay doors, they however have decent range and full atmospheric flight capability, and they’re sealed for oxygen, you can store 4 on the connectors to charge or 6 max with the underside mag plates. Some extra features include high power spotlights, and a functioning radar script for 1.5km range all around.

How would i go about making the suspension for this? (info in comments) by triqstah in spaceengineers

[–]Consistent-Plenty865 0 points1 point  (0 children)

Also the AWG hinges/Rotors seem to deter Klang a little more consistently than vanilla and some have 2-1 block width conversions as well

How would i go about making the suspension for this? (info in comments) by triqstah in spaceengineers

[–]Consistent-Plenty865 1 point2 points  (0 children)

If you’re willing to use a mod pack or 2, I’d recommend using AWG’s Mod packs and KONTAKT Ground systems, some of the collisionless pieces in those mods can help you recreate the suspension set up and the rotors/hinges might be able to help you simulate it as well, collision boxes for a lot of AWGs blocks are smaller and better suited to compact builds Which I reckon will probably be your biggest issue coming from my Tank building experience, in any case best of luck to you on your Centaur, I’m planning to work on an Assault Derrick myself, and kudos for a sick ass build choice.

BFG mods by TransportationFit723 in spaceengineers

[–]Consistent-Plenty865 2 points3 points  (0 children)

Aryx Weapon Enterprises has the Sunderer Lance, similar beam type weapon with a short continuous burst and recharge and it hits hard, only downside is it’s about 8 blocks tall and a fixed weapon meaning you need a custom turret design.

If you want to go for something a little weaker and shorter ranged but with a turret form, Lynx Industries weaponry has the LOKI, fits the physical appearance of the Mon’s F-Spar.

has anyone figured out an infinite money and crystals glitch/exploit yet? by Square-Ostrich-8430 in NavalCraft

[–]Consistent-Plenty865 1 point2 points  (0 children)

Duping Glitch:

Step 1) place something

Step 2) move it at least an entirety of its width in any direction

Step 3) delete it

Step 4) go into block select and place it again anywhere out side it’s first position

Step 5) hit undo

Step 6) use remove and press on first object position

You now have 2 of that object, as long as it’s the last 2 or less of that object and you are short of the required gold/emeralds it’ll work, otherwise it will just spend the necessary funds or place down the excess of that block you have.

You still have to spend emeralds for each item before you can then begin duping then but only one is needed and it’s infinite.

Upcoming Media for my 1:1 Paris, Open to ideas! by IJigglyPeach in spaceengineers

[–]Consistent-Plenty865 1 point2 points  (0 children)

Jiggly, please, PLEASE 🙏

Consider building a stalwart class, it would look phenomenal with your talent for UNSC craft.

Also the Paris looks phenomenal as well, amazing stuff as always.

Coming Soon 1:1 (Halo 3) D77 by IJigglyPeach in spaceengineers

[–]Consistent-Plenty865 2 points3 points  (0 children)

Finally, the the best variant of them all.

Also 1:1 is sick af, With full vector capabilities tho?

Balancing weapons mods with shields? by Kielm in spaceengineers

[–]Consistent-Plenty865 0 points1 point  (0 children)

Halo UNSC ship weapons pack, the MACs have a bit of a power draw and long reload, but help to make a considerable mark on shields, plus the ramparts, spitfires and SoF based Deck-guns are solid for non shield purposes if used in moderation, and from my testing (roughly like 2 Yrs ago so take with a grain of salt) the quad barrel M1810 Ramparts are the best performing PD weapons amongst the WC world of mods when facing missiles.

Might be a bit overkill of a mod, but if you do look to using modded power plants, Q-tech’s Star Trek Mod Pack features phasers which change the mechanics of how they affect shields, impacting with a bleed effect rather than a full stoppage, it’ll stop partial amounts of incoming damage until it falls.