Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Audacity-Class Destroyer - Alpha 9
   
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Blueprint: Capital Vessel
标签: Blueprint
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2018 年 12 月 29 日 上午 12:37
2019 年 1 月 11 日 下午 6:29
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Audacity-Class Destroyer - Alpha 9

描述
Today Allarion Heavy Industries is proud to announce our first original Capital vessel, the Audacity-Class Destroyer. is an unlock level 25, Size Class 5 vessel. It features everything needed for Survival mode PVE including a hangar with our HoverRack Storage (patent pending)! Using this unique feature you should be able to transport up to 8 utility HVs in addition to a Main Battle tank or two! Further you will find space for a large SV or several small ones on the roof, accessible via elevators near the hangar.

The Audacity Class is designed for neutralization of ground based POIs and feature 8 Chin-mountec Retractable Cannon turrets to accomlish this while keeping 4 Minigun turrets for anti-personnel work that are aided by 6 Sentry guns (Note: Must be in Landed-Mode to engage the Sentry Guns). That does not mean however that the Audacity class is incapable in space... with 2 Artillery Turrets and 5 Pulse Laser Turrets you will find her more than capable of packing a punch when you flip that switch labelled "Space Weapons" and give it a go!

Designed as a Short to Medium range Bunker Buster and light carrier the Audacity class will sleep eight* and hold at least that many smaller vessels! You will have the room to bring the pain and the storage and lifting capacity to carry away the spoils when you are done!

* Eight-man sleeping arrangements assume standard naval hot-bunking by shifts

Full Feature List:

8 Container Constrollers ( 3x 320kSU, 3x 296kSU, 1x 192kSU, 1x 160kSU)
2 Advanced Constructors
1 Gravity Generator
2 Large Ammo boxes (6/8 Container Controllers are openly accessible the other two are behind glass in the roof of the Hangar, swapping out one to an Ammo Controller should be easy if you feel the need)
2 Fridges
1 Food Processor
2 Medic Stations
2 O2 Stations
1 Armor Locker
1 Repair Station
1 Repair Console + Repair Bay T2
2 Passenger Seats
160.2k Fuel Storage
22k O2 Storage
360 Degree Varmit Turret coverage
360 Degree Spotlight for easy night landings
Full Combat Steel construction for maximum durability

Also featuring quality of life and design bonuses:

Automatic lights for the interior spaces
Automatic landing lights for the SV landing pad
5 Exits (Hangar Door, 2 Personel Ramps accessed near bridge, 2 Rooftop exits accessed from hangar elevators)
Personel ramps are automated on approach, manual to exit.
2+ Block Combat Steel over all major components and partitioned fuel storage
Fully Setup Shortcuts and Signals to cust down fuel usage turning off what you aren't using (See below)
Switch for turning off Repair Bay in the Hangar
HoverRack Storage System (See below)

Resources Required:
17126 Sathium
9974 Iron
8190 Neodynium
4480 Cobalt
4448 Silicon
1948 Copper
1737 Cabon Substrate
1544 Zascosium
1544 Erestrum
8 Wood Planks

Setup Shortcuts and Signals:
Quick switches for shutting off Spotlights, RCSes, Constructors, and Gravity Generator. No, there is no switch to turn off the Cool-Guy Running Lights.

"Landed Mode" opens the Hangar door, sets down the hangar ramps, turns on some exterior lights on the underside of the ship and around the hangar, and deploys the retractable Sentry guns

"Minigun Turrets" turns off the non retractable Miniguns in case you wish to rely solely on the Sentry Guns.

"Planetary Weapons" deploys the 8 under-mounted Cannon Turrets.

"Space Weapons" deploys the 5 Pulse Laser Turrets and 2 Artillery Turrets mounted on the top

"Cruising Engines" turns on basic manuvering enginges for side/front/back thrust but still a good amount of down thrust for heavy lfiting. I recommend using only these for just cruising around to save a lot of fuel, it is slower but much easier on the gas tank.

"Combat Engines" turns on the rest of your engines. Note: For actual maximum thrust you will need to have both "Cruising Engines" and "Combat Engines" turned on.


HoverRack Storage System:
There are shevles on each side of the bay, as you can see in the photos. There are levers on each wall to lower the ramps on that side so you can move a small hover like a Miner/Harvester/Scout HV up to the top and park it. I have managed to pack as many as 4 HVs/SVs on each side of the bay (You can see 4 parked on one side in the photos). This leaves the main part of the bay free so you can more easily use the repair bay or you can store a large HV there. The door is a 14x7 door, and there should be room to park 1 or 2 large HVs in there that would fit thought that door.

Final Note: I designed this entirely in Survival Mode, so if it is missing something obvious let me know. It is a PVE ship with no spaces for growing plots because in my survival game I operate out of a base with 315 Grow Plots so I have vitrually infinite E-Rations and no need for them on a ship. I may revisit this at a later date and exand the design to put some plots somehwere, but not today.

See Changelog for update info when it updates! :D
18 条留言
Solospirit 2019 年 1 月 13 日 下午 5:47 
Got a chance to take a look at her in the test save...Nice design :) Sub, rated and Fav...TY
Allarionn  [作者] 2019 年 1 月 13 日 下午 2:56 
Glad to hear it! :steamhappy:
Soyaro 2019 年 1 月 13 日 下午 12:57 
successfully put the Audacity into fab. No more trouble I guess... ^^
Soyaro 2019 年 1 月 11 日 下午 7:01 
we reworked our plans and your ship was moved two positions back on our todo-list so it could take a week before we actually spawn it in survival. But I will try it in singleplayer asap just to make sure it's spawnable again ;-)
Allarionn  [作者] 2019 年 1 月 11 日 下午 6:30 
@Soyaro I believe I have updated and fixed the problem. Please let me know if you are still having issues if/when you try it :D
Allarionn  [作者] 2019 年 1 月 11 日 上午 8:06 
Okay, I finally got Prefabinfo to work. One type of ramp block is flagging as forbidden, I willto track down which one and I'll update tonight after work :D
Allarionn  [作者] 2019 年 1 月 11 日 上午 7:58 
I have tried resaving it, and updating the workshop since it isn't illegal for me right now. Lets see if that helps, too
Soyaro 2019 年 1 月 11 日 上午 7:57 
Found another Ship that can't be put into fab right now. interesting about that: On the same server (well, another savegame but exactly same settings) we already had that other ship built and running. My girlfriend tried and failed on bith ships too. Now the fun part: a sizeclass 8 carrier doesn't cause any trouble.
Guess we'll just have to wait for this being fixed...
Allarionn  [作者] 2019 年 1 月 11 日 上午 7:53 
I was trying to check with the prefabinfo command, because that is what it is supposed to be for but I can't even get that to work with default prefabs right now, so I think something wonky is going on.
Allarionn  [作者] 2019 年 1 月 11 日 上午 7:52 
So this is weird. I went to test and originally it was fine, after spawning it once the BP turned red, after force spawning it using console command SBP (SpawnBluePrint) to spawn the red on in anyhow, it was no longer red in the library. I have no idea what is going on. It doesn't contain anything odd or have extras of anything limited as far as I know, and like I said it was clear after force spawning it.

A work around might be using the console commands to spawn it in, then the destroy command. That seemed to fix the issue when it did go red for me. I'm betting there is some bug in the sytem somewhere, it is alpha after all :D