Re: Custom ships

#112
MaverickSTS wrote:Has getting lighting to work changed? I hook the lights up to power but they don't turn on/put any power draw on the system. Everything else on the circuit receives power though.
Lamps or light components? Light components need signals not power, and lamps need power into the power slot, which you probably already did.
Make sure your reactor can keep up with the power draw on the circuit or the lights will go noticeably dimmer and usually just turn off.

Re: Custom ships

#113
Updated: 11 June 16

It's been some time since this idea got rolling, and given the amount of interest generated by the UCN, these boats needed an overhaul with an aim to further bug testing and standardization. Unfortunately this meant that the Devilfish and single-place Daggerfish were retired, the latter honestly being a silly little project. The new aptly-named U.C.S. Daggerfish is now a full-fledged submarine in the normal pattern. These three boats, then, have become the Standard Pattern for UCN boats. Anything additional will either be further modifications to this design or purpose-built one-offs. The Devilfish and old single-place Daggerfish are now considered Legacy Ships, and if you want them, refer to the old 0.4.1.5. file.

Credit should go where it's due: Das Booty by Lars E. Paine was definitely a trailblazer along these lines, which I studied intensely during the construction of these boats. The Seawolf by MaverickSTS is what inspired me to build the second ship of my line, Spearfish, along the lines of a Seawolf-class SSN. In making that one, I decided to go the distance by refitting the older Devilfish and making the rest of the line.

United Colonies Navy Ship Pack: 0.4.1.6a.

OLD VERSIONS:
United Colonies Navy Ship Pack Version 0.4.1.6.
United Colonies Navy Ship Pack Version 0.4.1.5b.
United Colonies Navy Ship Pack Version 0.4.1.5a.
United Colonies Navy Ship Pack Version 0.4.1.5 (Legacy Ships)
United Colonies Navy Ship Pack Version 0.4.1.4
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Last edited by Warhawk on Wed Jun 22, 2016 3:35 am, edited 9 times in total.
"I wish to have no connection with any ship that does not sail fast, for I intend to go in harm's way."

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United Colonies Navy Ship Pack - UPDATED: 28 MAY 18
The Sailor's Manual - UPDATED: 1 JUNE 18

Re: Custom ships

#115
Warhawk wrote:Ladies and Gentlemen, after a considerable amount of scratch paper, frustration and elbow grease, I present to you the United Colonies Navy ship line.
Great job, I'll use this pattern as an inspiration for my own line of the ships if you don't mind.

Re: Custom ships

#116
New-Plymouth Shipyards is a civilian market-oriented manufacturer of submarines which has just came in business with it's first line of ships for various purposes. While not exactly cheap, they compensate the price by efficiency and aesthetically pleasant(as much as possible) and comfortable loadouts, much appreciated by civilian market sector while not being of any value to military. At the current date they have put into production 3 classes of submarines targeted at civilian and corporate market.
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Subslice Mark I:
Spoiler
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Subslice Mark I is a low budget vessel with the idea if being more compact and cheaper than the Subloaf Mark I submarine. It is one of the best deals you can find on the market, for corners have been cut on every possible thing, minimizing price for this submarine to a barebone amount of money. This submarine lacks railgun system, so you might thing that dealing with beasts will be a wee bit problem, but worry not! This submarine comes with 1 dive-suit and a harpoon gun included, supplemented by 15 spears to make sure whatever is hunting for you will be done for. Basic maintenance and survival supplies for 1 person are also there. Also an addition for all of you archeologists out there who want to haul dangerous loads, there is a cage in front of the ship to put all your goods in, but be wary, harsh impact with your front may destroy the cage and potentially, you. Ballast compartment is rather modest, and this ship is on a heavier end of the spectrum, it is more likely to sink than to swim, so you better take that into account before accelerating or descending too quickly.

So, in short, this ship is best described as "better than nothing when you've got no money".

Subloaf Mark I
Spoiler
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This submarine's prototype was the first working submarine made by New-Plymouth Shipyards. It is most efficient when manned by a crew of 3: captain, mechanic and engineer, but in case if you ever need to, it can house up to 7 people. it combines compact design, fair firepower, high mobility and clever compartment system to provide an efficient package in a compact size. Generous ballast compartment and powerful engine will make sure that you will be able to change altitude fast enough to outrun the beasts of the deep. It is significantly cheaper than similar military submarines, but may still be a bit expensive for a civilian sector. For safety reasons there are 7 diving suits on board, one for each crewmember. It is an optional feature and can be removed both from the ship and your check.

Maelstrom Mark I
Spoiler
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This submarine is the product of innovative decisions in design which for one part or the other were not welcome in military submarines, or were not implemented to full potential. This submarine is quite luxurious for both military and civilian sector, designed to be bought mostly by corporations which require valuable cargo or VIPs transported from one point to the other.

It has an advanced defense system consisting of 5 railgun turrets, loading bays of which are contained in a single room, while periscopes are located in a room below. Bulding submarine in such a way allowed us to optimise the fire and reloading procedures to the maximum extent in case of submarine being undermanned. It also includes 2 Sonar monitors, which come quite handy.

Captain's room, while containing a fair amount of illuminators, also has pressure doors which are slammed shut after the press of a button near the navigation terminal. It is a safety feature designed to prevent captain's untimely death in case of a head-on collision with a creature.

Engineering bay is quite compact and is located in the fron of the ship, unlike more conventional designes in which it is usually located in the rear.

Ballast system. Ballast system has 3 copratments, in case of a breach of one of them the ship won't be able to float, but it's descend will be slow enough that there won't be any severe damage in case of landing. You can access the ballast from two sides, from the engineering bay hatch, and from the hatch near the airlock entrance. Frontal part of the ship is sealed off from engineering in such a way as to prevent the instant flood of the reactor by a head-on collision. In both airlocks there is a suit, a welder, and an oxygen tank for you to repair the ballast properly without having to keep the doors open and flooding the ship.

Above the battery, there is a modest cargo hold, which can be re-purposed into passanger quarters should you need it.

To the left from the cargo hold there are crew quarters, medbay and security station with a nifty little cell which pokes out right into the ocean and happens to be just in the dead zone of both turrets. It is better for your health to not get arrested.

Below the crew quarters there are the supercapacitors for railguns.

Below the Security station there's the engine compartment.

I sinscerely hope that you will enjoy playing on these ships as much as I already do!

New-Plymouth Ship Pack 0.3 download

Re: Custom ships

#118
United Colonies Navy Ship Pack: 0.4.1.5.

Updated for the new version. Mainly tweaked the air generators, with a default of 300 output/1000 power. This lets at least one person sit in the most cramped compartments in these designs, including the brig. Speaking of which, the Swordfish-class now has a brig on the first deck, since it didn't really impact the firing arc of the top bow gun.
"I wish to have no connection with any ship that does not sail fast, for I intend to go in harm's way."

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United Colonies Navy Ship Pack - UPDATED: 28 MAY 18
The Sailor's Manual - UPDATED: 1 JUNE 18

Re: Custom ships

#119
I noticed a lot of people who play in regular submarines end up making the submarine sink extremely fast and once it starts sinking, the entire thing goes to crap. Literally the entire round gets ruined because the sub is sinking due to an engineer that played with the pumps, the captain using autopilot the very moment the power turns on, instead of keeping the submarine in place until it has the power online enough to being autopilot safely, or a griefer. This new submarine design concept I had, divides the submarine into four layers, but, the bottom layer makes a protective maint shield so that not all the layers will get flooded if the ship floods. The ship even functions and can move, but, it might crash your client or server if you have a crappy computer. Just a warning. The ship doesn't lag. If the captain literally does nothing to the ship and just plays sandbox traitor, this is the perfect submarine.
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Welcome to the Cozy Captain. No matter how bad things get on this submarine, the captain literally has it easy as hell the entire time and doesn't have to worry about a single thing in this entire life except his oxygen supply when his reactor runs out of energy. "Due to advances in technology", the submarine doesn't even use that much power. Because there are four engines instead of one engine, this could be the reason the submarine clashes the shit out of the server the moment the captain puts autopilot into gear. It's literally a captains luxury sub. Try it out. The host of the server will love it, everyone else will hate it, and they won't be able to greif without everyone seeing them.

http://www.megafileupload.com/rQdK/The_Cozy_Captain.sub

Re: Custom ships

#120
If you take some time to redo the wirework, add some better backgrounds, and dont leave windows ending on right angles, you could make that sub look a whole lot better, I urge you to do so because I wouldn't even want to go near the thing with it looking as is. Anyway, I just made this sub (oh boy was it a fucking bitch to configure), the Seabee.
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http://puu.sh/pgTXj/527a9cae04.sub

Instead of running off a nuclear reactor, the Seabee run's off two large batteries. It's meant to be a mobile scout that can be held inside larger sub's, or for very light exploring.
Due to running off batteries, you are given a time limit on how long it can function for. At the moment It seems to do around 0.1w/s idle, with around 2000 watts of stored power, using the engine and ballast's extensively will of course use up more, and the static harpoon launcher using up 100w per shot, using a maximum of 600w if all are shot (assuming you don't recover any shells).

I would recommend 2 persons only, but there are 4 masks inside. I would also love some criticism from you guys and some extensive testing (I've only done basic systems to make sure it functions as intended).
I was also thinking of :REDACTED: so if there's a catastrophe everything can be turned off to save using power for nothing, on top of that I wanted some lights to show power usage, but I can't figure regex out and I deemed it unnecessary.

EDIT: updated version now has a power breaker switch, airlock that doesn't sink the sub entirely, and behind the scenes fixes.