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Author Topic: Corneroids  (Read 109850 times)

The Scout

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Re: Corneroids
« Reply #345 on: November 04, 2012, 06:36:52 pm »

So um.... got the three starting blocks up. Got a bunch of ice rocks, iron ore, and cobalt. What now?
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Korbac

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Re: Corneroids
« Reply #346 on: November 04, 2012, 06:37:37 pm »

Similarly, I was toying around with the idea of multiple control panels for multiple cameras (externally and perhaps internally in truly massive ships), but I doubt it's feasible.
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werty892

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Re: Corneroids
« Reply #347 on: November 04, 2012, 06:47:24 pm »

URGH WHY DO I NEED SO MUCH COBALT RAAAAAAAAAAAGGGGGGGGGGGGGEEE
/rage

Yeah, seriously, too much fucking cobalt is required for anything.  I come back with 150, barely enough to get my cannons going. Where as I come back with 150 of anything else=Never need to go back for it. I hope eventually there's a easier way to harvest lots of stuff, maybe ship based drills and all that.

Korbac

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Re: Corneroids
« Reply #348 on: November 04, 2012, 06:57:28 pm »

So um.... got the three starting blocks up. Got a bunch of ice rocks, iron ore, and cobalt. What now?

Firstly, I'd recommend upgrading your drill. Look at the crafting menu and select "drills". See what you need for each one. Remember you'll need the previous drill to actually be in your inventory and not your quickbar.

Smash your ice bits (Mineral Extractor), melt it (Furnace), and then turn it into hydrogen (Extractor). Smelt the iron ore and build some light iron ore blocks - you will need a few of these. Grind the cobalt into dust (Extractor), refine it into bars (Furnace), and then make some batteries (Craft Table) to get some power plantz. :)
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The Scout

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Re: Corneroids
« Reply #349 on: November 04, 2012, 07:09:18 pm »

It has to be in my inventory? That's prolly why.
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Shooer

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Re: Corneroids
« Reply #350 on: November 04, 2012, 07:12:34 pm »

My current project.
Spoiler (click to show/hide)
Note: All the cannons and wires are there, but graphical errors aren't displaying them.
Takes 4 powerful nuke plants to run the whole thing. (Going to upgrade to antimatter so I can run the engines)

I agree cobalt is the most annoying (2 blocks to rubble, 2 rubble to bar, 2 bars for a diamond, 2 diamonds for a lens, 1 lens for a window, 3 windows for a large window, and 2 of those to make an even larger window)
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werty892

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Re: Corneroids
« Reply #351 on: November 04, 2012, 07:17:15 pm »

My current project.
Spoiler (click to show/hide)

wat i dont even

Korbac

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Re: Corneroids
« Reply #352 on: November 04, 2012, 07:25:07 pm »

"ZOINKS! A giant space mushroom travelling at 10,000 units a second, Scoob!"
"RUH ROH, RAGGY!"
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werty892

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Re: Corneroids
« Reply #353 on: November 04, 2012, 07:33:36 pm »

"ZOINKS! A giant space mushroom travelling at 10,000 units a second, Scoob!"
"RUH ROH, RAGGY!"

XD

Anyways. I seem to have a problem. I made a anti frigate cannon to mount on top of my ship, I have a gun control powered, I have it linked to the cannon, I have the CANNON powered, however, it doesn't work. Every time I fire the cannon glitches out and turns away on a strange angle. Halp?

Girlinhat

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Re: Corneroids
« Reply #354 on: November 04, 2012, 07:40:26 pm »

I've been planning some anti-personnel guns for surface defense.  Here's the mockup that I came up with:
Spoiler (click to show/hide)
Unfortunately, the power requirements are high enough that it takes two cobalt power blocks, but that's with the gun control attached.  If the gun control were in a different area of the ship, then it'd run the camera and the gun off the same power.

For a combat model, I'd probably put some glass around the camera and let the gun shoot out from the turret slit, to help prevent attackers from destroying the camera and ruining the turret.  Either way, this provides full view over the broadside of your own ship while protecting it from anti-ship fighter.

Korbac

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Re: Corneroids
« Reply #355 on: November 04, 2012, 07:44:41 pm »

Girlinhat, am I right in thinking what you've designed is a Point Defence mechanism to be placed on the surface of a ship? It looks really cool! :D

Werty, I'm not sure I can help you there. Are you using a camera?
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Girlinhat

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Re: Corneroids
« Reply #356 on: November 04, 2012, 07:46:02 pm »

Yes, that little pedestal would be on the outside of the hull.  On the inside there's not as much cause for defense, because anti-frigate weapons won't be shooting at your internal turrets.  And if they are, you have much bigger issues.

Korbac

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Re: Corneroids
« Reply #357 on: November 04, 2012, 07:48:50 pm »

Assuming a fighter is just a bundle of components, this would work very well, I imagine. However, would it be as effective if the fighter had sheet armour of say light titanium? (I haven't really tested weapons yet; I wouldn't know.)
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Girlinhat

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Re: Corneroids
« Reply #358 on: November 04, 2012, 08:00:13 pm »

It wouldn't work against a fighter craft at all, as I suspect Anti-Personnel Cannons will get a filter added to them so that they cause 0 damage to blocks, making them ONLY good for hitting individuals.  Which is what this is for.  It's to defend large ships or stations against troops doing a spacewalk.

Shooer

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Re: Corneroids
« Reply #359 on: November 04, 2012, 08:13:49 pm »

Update on my miner.
Spoiler (click to show/hide)
Upgrade to antimatter took some work, but was needed to keep the battery size as it was.  Now to finish the engineering, manufacturing and the docking areas.  Then fix the controls (I now remember that I put the cannon control in as an internal defense control for the docking area, not the mining cannon array).

If I were to remake it I would scrap the front command center and move it to the side (Adding equal weight panels to the other sides to equalize distribution) and add a set of cameras for maneuvering.
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