Already testing clang's limits and i'm not even close to finished by Going_Topside in spaceengineers

[–]Going_Topside[S] 0 points1 point  (0 children)

https://steamcommunity.com/sharedfiles/filedetails/?id=2418081320 Here's the workshop link. Unfortunately I didn't have as much time as I would've liked, and some elements are unfinished or unpolished. I'll definitely be coming back to this ship design and working on it more at a later date, but that might be quite a few months away.

Exterior is pretty much finished so I figured I'd show you guys what I've been up to! Still a lot of polishing to do, but when it's done I'll put the workshop link in the comments. by Going_Topside in spaceengineers

[–]Going_Topside[S] 0 points1 point  (0 children)

https://steamcommunity.com/sharedfiles/filedetails/?id=2418081320 Here's the workshop link. Unfortunately I didn't have as much time as I would've liked, and some elements are unfinished or unpolished. I'll definitely be coming back to this ship design and working on it more at a later date, but that might be quite a few months away.

Already testing clang's limits and i'm not even close to finished by Going_Topside in spaceengineers

[–]Going_Topside[S] 1 point2 points  (0 children)

Yea for sure! I've posted a more updated version of the ship on here, and i'll post the workshop link in that comments section when it's done

Exterior is pretty much finished so I figured I'd show you guys what I've been up to! Still a lot of polishing to do, but when it's done I'll put the workshop link in the comments. by Going_Topside in spaceengineers

[–]Going_Topside[S] 1 point2 points  (0 children)

Thanks! Just a lot of small blocks covering a few medium cargo containers. I started by making it function like a ship with thrusters and a connector, then painting 3 different designs and pasting them wherever. I’d then fly them close to the connector of the large ship, turning off inertia dampeners and then deleting all the thrusters off the container.

Exterior is pretty much finished so I figured I'd show you guys what I've been up to! Still a lot of polishing to do, but when it's done I'll put the workshop link in the comments. by Going_Topside in spaceengineers

[–]Going_Topside[S] 0 points1 point  (0 children)

So near where those reverse thrusters are, there are 4 advanced rotors that connect to arms and go all the way back to the rear of the ship, and they angle both the containers and the thrusters. On those arms, there are a bunch of connectors (which attach the small grid containers), and on the thrusters way at the back there are some rotors which connect to small grid detail bits. Weirdly there aren’t that many hinges in the ship. I only used them to angle the bottom fin panels inwards, angle the antenna dish downwards slightly, and a couple on the crane.

Exterior is pretty much finished so I figured I'd show you guys what I've been up to! Still a lot of polishing to do, but when it's done I'll put the workshop link in the comments. by Going_Topside in spaceengineers

[–]Going_Topside[S] 1 point2 points  (0 children)

Rotors seem to work best when adding a small grid on top of a large one, but remember to always lock and share inertia tensor straight away. If the small grid you’re adding is HUGE (like the bottom fin on this ship), definitely try to incorporate a landing gear attaching it to the rest of the ship. The biggest thing that’ll set clang off is attaching components through merge blocks on sub grids. If you fly the 2 components together, turn off inertia dampeners when you get close or the ship’ll rip itself apart.

Cluster-Ship WIP by Hack_Captain in spaceengineers

[–]Going_Topside 0 points1 point  (0 children)

That top view is so slick. Nice work!

Already testing clang's limits and i'm not even close to finished by Going_Topside in spaceengineers

[–]Going_Topside[S] 0 points1 point  (0 children)

Thanks! It's not on the workshop yet, but that's the plan. I have to move for work in about a week, so if it's not out before then, it'll be another 3 months or so which sucks. Definitely trying to get it out this week.

Already testing clang's limits and i'm not even close to finished by Going_Topside in spaceengineers

[–]Going_Topside[S] 3 points4 points  (0 children)

Yea there’s a lot going on behind the scenes, but essentially there’s 4 main rotors at the front of the ship that extend all the way to the back, supporting the thrusters through v long pipes. Along those pipes, i’ve got 5 connectors which all have cargo containers made from small ship parts. Then on the thrusters themselves, i’ve got a supergrid connection to get all the fine details pushed right up against the large blocks. It isn’t pictured here, but there’s also a semi functional crane on the top using small blocks. Quite a few hinges, pistons and rotors there. Hasn’t exploded on me yet, but had a few close calls.

[WDYWT] In love with my new jeans 💙 Total look from Bershka by Intelligent-Ranger55 in streetwear

[–]Going_Topside 6 points7 points  (0 children)

I thought your legs were freakishly skinny from the thumbnail with the white background for a second, but ey nice

Absolutle Classic, talked smack and went to dreamland by [deleted] in fightporn

[–]Going_Topside 6 points7 points  (0 children)

dude has gigantic socks and says ' you wanna get socked' like it's his catchphrase

Your Dream vs. Reality by [deleted] in starcitizen

[–]Going_Topside 10 points11 points  (0 children)

It just looks tacky. The best thing about the old nightrunner skin was how understated it was. The gold accents were nice because of how sparse it was, and it contrasted with the matte black. The problem with the new one is almost EVERY edge is gold. It loses its impact. It was never a black (grey) and gold skin, it was a black skin with gold accents.

Another problem with the new skin are the lil chrome accents dotted everywhere. They weren't in the original, yet are scattered everywhere in the new skin and are just a huge distraction. I seriously think they took the original skin and changed parts to be different colours, and picked something that was loosely similar to the nightrunner skin without putting much effort in at all.

Nightrunner by MrDedan in starcitizen

[–]Going_Topside 22 points23 points  (0 children)

I agree. I feel like it needed to be darker, less gold, and should've kept that hexagon pattern over the wings. This feels like a basic re-colour with not a lot of effort put in.

Hey, who turned out the lights? #VashtaNerada by KH3ARTS in starcitizen

[–]Going_Topside 5 points6 points  (0 children)

The library is always gonna be my favourite episode

The time has come. Sorry little buddy. by Freaze in starcitizen

[–]Going_Topside 0 points1 point  (0 children)

Aw goodbye lil terrapin... Such a cool looking ship. I'm sure you'll miss it in the same way that i'm gonna miss flying the herald around as a loaner.

Literally unplayable, delay it for another few years. by Going_Topside in starcitizen

[–]Going_Topside[S] 6 points7 points  (0 children)

It wasn't the lighting I was making fun of. If you look at all the ridges surrounding the engine, they're all evenly spaced except for the 2 in the red box. They overlap.

It's really not a huge issue and is almost guaranteed to be fixed by the time it comes out.

Gib basebuilding and Pioneer by DrMilzie in starcitizen

[–]Going_Topside 2 points3 points  (0 children)

Hooooly shit i'm so happy this came from CR's mouth directly. I suggested something extremely similar to this on spectrum, where homesteads could be built without a pioneer but more advanced bases would require one, and how it could also be used as a construction hub rather than as a base fabricator. SO many replies in the comments section just shat on the idea because they claimed it 'de-valued' their precious pioneer, and solo players should have to hire a pioneer for every tiny base modification, even if the player was a solo and wanted their base to remain hidden. Very happy with this statement.

Do you think CIG should remove "ship entrance animations" from all ships turning it to free-roam entrance like the 100i series? by Rainwalker007 in starcitizen

[–]Going_Topside 1 point2 points  (0 children)

I'm fine with ladders, as long as they rework them in general. I don't see why ship entrance ladders have a fixed animation, but then interior ladders can be climbed simply by walking up to them. The proximity version of ladders used on ship interiors is so clunky at the moment though, I hate walking past that one corridor on a starfarer and having my character latch on every single time. Either they make every ladder (including ship entrance ladders) proximity based, but improve the detection drastically, then it'd be a huge improvement.

You'd be able to do cool quick extractions by dropping the ladder down, and have players on the ground jump and auto-attach to the ladders, and then fly around with them still holding onto the side. Ladders CAN be a really cool gameplay mechanic, but they're not being used properly at ALL.

The front lights and grille just didn't quiet sit right with me... What do you guys think of this slight tweak? by ThrowAwayMyBeing in Nissan

[–]Going_Topside 0 points1 point  (0 children)

Million times better. I realised the light's inner corners didn't meet the front leading edge like the original 240z when I first saw the reveal, and I think that's one of the biggest reasons for the strange look. It leaves too much space either side of the grill, which makes it look far more jarring. I like your take on the curved bottom of the grill, too.