Re: Custom ships
#162Here's a Submarine design that I frequently update, it's the Caryl-Company Strider Class Submarine.
Description: The Strider-class is a small, crew-action oriented submarine. It is armed with two Railgun cannons that have a full angle range on the left, top and right side of the ship. It is packed with an armory, a cargo hold, and a prisoner cell for traitorous double agents. This vessel is ideal for deep-sea salvaging operations with enough equipment for a four-man diving team.
Edit: Revamped Strider to have two railguns now, added some Materials in the Miscallenous rack of the armory for Construction purposes.
Spoiler
Download link: Description: The Strider-class is a small, crew-action oriented submarine. It is armed with two Railgun cannons that have a full angle range on the left, top and right side of the ship. It is packed with an armory, a cargo hold, and a prisoner cell for traitorous double agents. This vessel is ideal for deep-sea salvaging operations with enough equipment for a four-man diving team.
Edit: Revamped Strider to have two railguns now, added some Materials in the Miscallenous rack of the armory for Construction purposes.
Last edited by Caryl on Mon Aug 01, 2016 10:44 am, edited 1 time in total.
Re: Custom ships
#163Wow! these are OUT STANDING!Esoudiere wrote:Link made: https://www.dropbox.com/sh/adh7ei3kjrwc ... xUHga?dl=0
I thought the glass would be bad, but it's actually really good as they're quick to repair.
The only issue seems to be with the Maia(of those i tested atleast, and thus far),
where sometimes the batteries in fore gunnery and battery room will catch fire.
Re: Custom ships
#164Can you provide screenies please?QuickLoad wrote:Wow! these are OUT STANDING!Esoudiere wrote:Link made: https://www.dropbox.com/sh/adh7ei3kjrwc ... xUHga?dl=0
I thought the glass would be bad, but it's actually really good as they're quick to repair.
The only issue seems to be with the Maia(of those i tested atleast, and thus far),
where sometimes the batteries in fore gunnery and battery room will catch fire.
Re: Custom ships
#165A new CC Submarine has been finished!
Description: Due to an increasing demand of underwater creature hunting requests from cities and naval bases, Caryl-Company has put together a submarine variant that is capable of facing these subterranean menace.
Armament:
Five Railguns scattered throughout the hull
Five Depth Charges
Features:
Fully capable medbay
Stocked Fabrication Room
Security Room with Interrogation/Execution Chamber that doubles as a Holding Cell
Airlock with Diving Suit storage compartment
Tons of emergency supply items and tools to compliment the severity of the missions that the crew will be undertaking.
"Peace through superior firepower"
Download link:
Screenshot: http://steamcommunity.com/sharedfiles/f ... =736201641
Previous Edit: Fixed the missing gaps in the hallway, thanks to FrostDemon for pointing em' out. Muahahahah! It is very stable now! The bilges were removed, the gaps wouldn't function normally for some unknown reason. Added Combat Alert and missing platforms. Also, screenshot updated!
New Edit: Added in two Oxygen Pumps and another Emergency Pump, and fixed the Combat Alert Lights being triggered by the Captain's Headset.
Cheers, lads!
Description: Due to an increasing demand of underwater creature hunting requests from cities and naval bases, Caryl-Company has put together a submarine variant that is capable of facing these subterranean menace.
Armament:
Five Railguns scattered throughout the hull
Five Depth Charges
Features:
Fully capable medbay
Stocked Fabrication Room
Security Room with Interrogation/Execution Chamber that doubles as a Holding Cell
Airlock with Diving Suit storage compartment
Tons of emergency supply items and tools to compliment the severity of the missions that the crew will be undertaking.
"Peace through superior firepower"
Download link:
Screenshot: http://steamcommunity.com/sharedfiles/f ... =736201641
Previous Edit: Fixed the missing gaps in the hallway, thanks to FrostDemon for pointing em' out. Muahahahah! It is very stable now! The bilges were removed, the gaps wouldn't function normally for some unknown reason. Added Combat Alert and missing platforms. Also, screenshot updated!
New Edit: Added in two Oxygen Pumps and another Emergency Pump, and fixed the Combat Alert Lights being triggered by the Captain's Headset.
Cheers, lads!
Last edited by Caryl on Wed Aug 03, 2016 6:39 am, edited 3 times in total.
Re: Custom ships
#166I ran the strider a couple of times tonight, it was AMAZING.Caryl wrote:A new CC Submarine has been finished!
Description: Due to an increasing demand of underwater creature hunting requests from cities and naval bases, Caryl-Company has put together a submarine variant that is capable of facing these subterranean menace.
Armament:
Five Railguns scattered throughout the hull
Five Depth Charges
Features:
Fully capable medbay
Stocked Fabrication Room
Security Room with Interrogation/Execution Chamber that doubles as a Holding Cell
Airlock with Diving Suit storage compartment
Tons of emergency supply items and tools to compliment the severity of the missions that the crew will be undertaking.
"Peace through superior firepower"
Download link:
Screenshot: http://steamcommunity.com/profiles/7656 ... 6807728448
Previous Edit: Fixed the missing gaps in the hallway, thanks to FrostDemon for pointing em' out.
New Edit: Muahahahah! It is very stable now! The bilges were removed, the gaps wouldn't function normally for some unknown reason. Added Combat Alert and missing platforms.
Cheers, lads!
can't wait to see more ships from you, or this new ship
Re: Custom ships
#167Thanks, Warhawks subs are much more amazing than mine since they feel and look like an actual sub. *Whispers*(I took his Klaxxon and Red Combat Alert idea and put it in the Hercules) *Wink wink*QuickLoad wrote:I ran the strider a couple of times tonight, it was AMAZING.Caryl wrote:A new CC Submarine has been finished!
Description: Due to an increasing demand of underwater creature hunting requests from cities and naval bases, Caryl-Company has put together a submarine variant that is capable of facing these subterranean menace.
Armament:
Five Railguns scattered throughout the hull
Five Depth Charges
Features:
Fully capable medbay
Stocked Fabrication Room
Security Room with Interrogation/Execution Chamber that doubles as a Holding Cell
Airlock with Diving Suit storage compartment
Tons of emergency supply items and tools to compliment the severity of the missions that the crew will be undertaking.
"Peace through superior firepower"
Download link:
Screenshot: http://steamcommunity.com/profiles/7656 ... 6807728448
Previous Edit: Fixed the missing gaps in the hallway, thanks to FrostDemon for pointing em' out.
New Edit: Muahahahah! It is very stable now! The bilges were removed, the gaps wouldn't function normally for some unknown reason. Added Combat Alert and missing platforms.
Cheers, lads!
can't wait to see more ships from you, or this new ship
Since Strider and Hercules are both done... I'm thinking of doing something silly for the CC Fleet, the third release will be the CC Armada which is... a bunch of little subs connected by the cableconnector chains towing a nuclear reactor in the middle of their formation (Game allows separate hulls to move as one, which is weird as hell but hey! LOTS OF SUBS MANNED BY One to Two-person crews and all with railguns! WHOOOOOOOOOO! "Overwhelm them with sheer numbers!")
Re: Custom ships
#168CheersQuickLoad wrote: Wow! these are OUT STANDING!
I thought the glass would be bad, but it's actually really good as they're quick to repair.
The only issue seems to be with the Maia(of those i tested atleast, and thus far),
where sometimes the batteries in fore gunnery and battery room will catch fire.
That's very odd, I haven't personally encountered that yet. Batteries should only provide what is needed. Did you mayhaps have Equalisation turned on for both battery arrays, and were you firing the guns at the time? It's a very happy-go-lucky battery setup and I made it reset the outputs occassionally (50% chance) just incase the power was increasing not decreasing. (When you look at the junction boxes behind the batteries, the power levels should be going down steadily. Check that that is the case in your game.)
Re: Custom ships
#169Updated the links to these subs.
CC Backstory:
CC or Caryl-Company is a small company composed of dedicated individuals. They don't have a lot of manpower so they make up for their sub in quality and integrity. But not all designs go according to plan. Their first ship design, the Strider; was a success. The second, the Hercules; however proved to be too bulky and as such their design flaw was that one of the stairs leading to an upper level had to be compensated for with extra and out of place stepping grounds.
However, these two ship variants are currently the only ship designs that the CC Fleet has produced. Numbering three Strider class submarines and a single Hercules, they take on missions offered by the Linea Embassy and local city goverments. During an away trip of their fleet, they were working on a prototype underwater surface boat dubbed "Armada". Unbeknownst to them, a large and unknown worm-like creature from a failed mission of one of the many fleets or submarines in the sector has made its way into their Production Facilities and wreaked havoc and chaos.
In the ensuing chaos, they strapped the Central hull of the "Armada" which was the only finished part of the ship at the time to several little submarine pods of which whose designs and variants are unreleased to the public. The Central hull became a Command Barge, and whilst incomplete; the "Armada" Command personnel still undertook on missions and used the submarine pods towing it to good use. Each mission they complete gives them the resources they needed to add a few more submarine pods, towed-turret platforms, and towed-gunnery submarine pods to guard the Command Barge until they can find a new place to settle down.
Fleet Ship Variants:
CC Backstory:
CC or Caryl-Company is a small company composed of dedicated individuals. They don't have a lot of manpower so they make up for their sub in quality and integrity. But not all designs go according to plan. Their first ship design, the Strider; was a success. The second, the Hercules; however proved to be too bulky and as such their design flaw was that one of the stairs leading to an upper level had to be compensated for with extra and out of place stepping grounds.
However, these two ship variants are currently the only ship designs that the CC Fleet has produced. Numbering three Strider class submarines and a single Hercules, they take on missions offered by the Linea Embassy and local city goverments. During an away trip of their fleet, they were working on a prototype underwater surface boat dubbed "Armada". Unbeknownst to them, a large and unknown worm-like creature from a failed mission of one of the many fleets or submarines in the sector has made its way into their Production Facilities and wreaked havoc and chaos.
In the ensuing chaos, they strapped the Central hull of the "Armada" which was the only finished part of the ship at the time to several little submarine pods of which whose designs and variants are unreleased to the public. The Central hull became a Command Barge, and whilst incomplete; the "Armada" Command personnel still undertook on missions and used the submarine pods towing it to good use. Each mission they complete gives them the resources they needed to add a few more submarine pods, towed-turret platforms, and towed-gunnery submarine pods to guard the Command Barge until they can find a new place to settle down.
Fleet Ship Variants:
Spoiler
CC Strider:
Spoiler
CC Hercules:
Spoiler
CC Armada:
Spoiler
08/07/2016: Updated CC Strider's Hull Designation, Uploaded CC Armada Fleet.sub file.Re: Custom ships
#170I've been meaning to do this for a while, just forgot.
Here's my 'battery core'. Currently only used in the SS Maia, but I plan to use it in some of my future submarines too.
https://www.dropbox.com/s/ufp7iv8cc8sdq ... A.sub?dl=0
Here's a picture of how to correctly set it up (the picture is set for 5kw output) The maximum output is 8kw, but if you're using this you should probably also have a system for saving power by turning off rooms when not in use, which should be able to save atleast 2kw in a 10kw submarine, so it should be able to power a sub the same size as a single reactor can do.
There are two output junctions; The one in the middle of the room is the main output, connect that to the rest of your submarine. The other is the tertiary junction, located behind the super capacitor in the bottom left corner. Connect to that to high-powered devices such as engines and guns. (I suggest adding a duo-bypass for the engines so they can use either grid, however.)
The wifi signals used are 2-22, and multiples of 5 up to 60. (So 25, 30, 35, ... 60) Be sure not to overlap.
Use channel 13 to toggle the lock on adv. power control room, use 17 to remotely activate secondary (left) battery array, 16 for the primary battery array, and if you want to you can send a signal to multiples of 5 to set that as the desired output. (Channels > 30 are the secondary array. E.G sending a signal to 20 will turn on 4 batteries on the primary array. Sending a signal to 55 will turn on 5 batteries on the secondary array.)
Try to avoid using other batteries in conjunction with this system. (If their power_out connects to something that isn't the main grid, that's fine.)
Here's my 'battery core'. Currently only used in the SS Maia, but I plan to use it in some of my future submarines too.
https://www.dropbox.com/s/ufp7iv8cc8sdq ... A.sub?dl=0
Here's a picture of how to correctly set it up (the picture is set for 5kw output) The maximum output is 8kw, but if you're using this you should probably also have a system for saving power by turning off rooms when not in use, which should be able to save atleast 2kw in a 10kw submarine, so it should be able to power a sub the same size as a single reactor can do.
There are two output junctions; The one in the middle of the room is the main output, connect that to the rest of your submarine. The other is the tertiary junction, located behind the super capacitor in the bottom left corner. Connect to that to high-powered devices such as engines and guns. (I suggest adding a duo-bypass for the engines so they can use either grid, however.)
The wifi signals used are 2-22, and multiples of 5 up to 60. (So 25, 30, 35, ... 60) Be sure not to overlap.
Use channel 13 to toggle the lock on adv. power control room, use 17 to remotely activate secondary (left) battery array, 16 for the primary battery array, and if you want to you can send a signal to multiples of 5 to set that as the desired output. (Channels > 30 are the secondary array. E.G sending a signal to 20 will turn on 4 batteries on the primary array. Sending a signal to 55 will turn on 5 batteries on the secondary array.)
Try to avoid using other batteries in conjunction with this system. (If their power_out connects to something that isn't the main grid, that's fine.)