Corvus Industries, a Merc Carrier and Its Flight of Birds - #212
RemervKeberb wants to merge 18 commits into
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moar triad companies :))) |
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A very cool and awesome set of ships I would love to see in game! |
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cant wait to see this ingame |
| { | ||
| "version": 1, | ||
| "license": "CC-BY-NC-SA-3.0", | ||
| "copyright": "Made by _starch_ (discord), and kyres1. Charonette edited from NSV-13.", |
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Huh so this is the fabled Charonette and this is the ammo for that shipgun?
| - type: Gun | ||
| fireRate: 14 | ||
| recoil: 5 # 1/5x | ||
| projectileSpeed: 350 # 750~ish range, notably less than autocannons but better than draupnirs |
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770 to be exact and yeah further than draupnirs.
| - type: BatterySelfRecharger | ||
| autoRecharge: true | ||
| autoRechargeRate: 125 |
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I don't think this is needed in here?
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I don't think so either but it's copied from the draupnir just in case since I don't fully understand the system to be honest.
| projectileSpeed: 350 # 750~ish range, notably less than autocannons but better than draupnirs | ||
| minAngle: 0 | ||
| maxAngle: 2 | ||
| shootThermalSignature: 200000 # ~4.5km signature if firing continuously |
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| shootThermalSignature: 200000 # ~4.5km signature if firing continuously | |
| shootThermalSignature: 100000 # ~4.5km if firing continuously |
using Draupnir's as an example
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This has half of the draupnirs fire rate so copying its thermal signature exactly I believe will make it half the actual continuous firing signature too.
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I haven't checked if it is actually time based or length but I guess leave it there is fine
…ium_kinetic.yml Co-authored-by: DDrakov <157034866+DDrakov@users.noreply.github.com>
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Given this is in draft I'll assume the latest commits aren't ready for review yet <3 Ping me on discord when you want me to review your ship again hun. Also uh-- Appreciate the mapper solidarity lmao |
gaywolfgirl6
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All ships have a reoccurring issue with Wiring, Catwalks, and a couple Walls, being stacked two to three in the same place.
Also, anchor things down, like lockers and plants such, so that if they are saved and reloaded, they are not deleted.
Corvax:
Many instances of more than one wire placed on a single tile, such as the double stacked LV wiring underneath the table in the Cigar room.
The Mirror in the North End of the ship is unable to be accessed standing facing it from in the bathroom.
I really like the Camera system! You can also add addition Cameras outside of the ship, for additional security if you wish :3
Crow:
An extra HV, and two additional MV that are not required underneath and to the west one tile of the Generator.
There are two Catwalks on one tile underneath both Chainguns and the Light Munition Bay, along with the Large Thrusters and the Airlock.
Each APC has 3 LV stacked on each other on the tile they are on.
Plastitanium and Reinforced walling on the same tiles above and below the ghost
Magpie:
The Blast Doors used where the Airlocks cannot close, if the Airlocks themselves are closed.
No firelocks, along with an Air Alarm that is placed facing a wall, making it inaccessible.
Stacked Plastitanium walls underneath the Grey Wall Locker.
Two APC stacked on eachother on the South End of the ship.
Raven:
Air Scrubber in the Southwest room with the cobwebbed bed is not Multitooled to the Air Alarm.
Same issue as the Magpie with its blast doors on the same tile as the Airlocks.
As a side, I also want to show that you can set up Air Dostrobution and Waste Distro on the same tile, saving space and not having to use pipes under walls.
I do absolutely love the ships, the crow is especially fun to fly :3
| minPlayers: 0 | ||
| stations: | ||
| Magpie: | ||
| stationProto: StandardFrontierVessel |
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For Expedition ships, you have to change the stationProto to StandardFrontierExpeditionVessel to make the Expedition Console functional and display Expeditions.
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Ough, I every day I miss strongdmm.. |
Take your time, I hope you have a lovely move! And that it goes easy! <3 this will not be going anywhere. I'll mark it as a Draft until you are ready to come back and able to. Be safe, dear. |
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Heya @RemervKeberb Are you making any progress on this or coming back to it? <3 It's been in draft for two months and we'd love to see this eventually put into place. Otherwise we may need to close it for now. |
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Duplicates and excess on crow fixed except for the one singular MV wire on the gen because it adds to the rugged reliability aspect of being able to hotswap it to an MV grid. Raven/Magpie blastdoor issue is solved with a slightly complex operating scheme as outlined by the numbers painted near them. I'll be honest it's been a good bit since I looked at it so I don't remember the exact combination off the top of my head but that just adds to the charm and idea of the ships, worst case scenario if someone dislikes the pre-wired button setup (even though once you learn it you can do any combination of bolting open airlock doors and closing blastdoors as you'd like) they can simply rewire or use them in a simpler basis, the most common usecase being the Magpies expedition blastdoor being the simplest and easiest for such. Duplicate wires, walls and othersuch deleted (There's so many of these oh my god at the time of making I thought just pressing over something would replace it or not add it if the same type was underneath it already) Corvax, mirror fixed |
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(I have no idea what the linter fail is but uh, works on my machine trust.) |
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Expedition shipyard was removed and replaced with the military shipyard, so either use default Shipyard or use Military shipyard if they are MIL vessels |
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Ah, gotcha (haven't kept up with events, sorry.) I'll move it on over to the standard shipyard since that one is pretty much just a salvage ship |
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Should rename its IFF to CIV than MIL if it's supposed to be a salvage ship, and also make sure to put MIL vessels into the MIL folder (if one exists, make one) this is how we do it, you can see the CIV and EXP vessels in the folder (EXP IFF is eventually going to be retired) |
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The three besides corvax are all carrier launched so I had 'em in the carrier folder, it's just that the crow and the magpie are kinda unique and interesting shuttles that work independent of that too so I wanted them to also be accessible without having to buy a 380k carrier first. |
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Ye, I see that, but the Corvax should be under one of the folders rather than being loose since it is not a carrier |
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Should be done right now. |
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(it was not in fact, done right) |
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Set |
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Ah, didn't know about the command. That certainly helps, thank you! The loose pipe in the cigar lounge requires a little bit of the users imagination but I assure you it is placed there purposefully and absolutely vital to the rooms function. The gyro buttons requiring climbing are actually an intentional rough edge, they're meant to be manual backups to the central The dartboard is a bit of a funny one. Initially I thought it was a wall mounted one and then in testing I saw it just dropped down and fell behind the table instead. Which just made it feel far, far more lived in. Pretty much the entire point of all of these ships is to have natural character moments brew in them by design and having to fish out the dusty old dart target from the annoying to get table gives that little bit of friction to make it worth it. Unique tiles under the airlocks was introduced to me by elliy I believe, it was to break up the pattern and make it more aesthetically pleasing. The wall locker/shelf stuff is annoying, I tried to lessen the amount but the ones that remain are kinda just nice wall greeble without much practical reason to need to stepstool onto them and the rooms feel worse off with just outright removing them. The plastitanium was used to mono mapping standards (When I was talking with their maptainer while designing they even suggested some reinforced plastitanium around the bridge but I wanted to see how it preformed in game first before deciding on that balance.) I have not kept up with any changes that have occurred since I had to move but it is a large bulky carrier. If every ship is held to one layer of plastit, larger ships kinda lose even more of their purpose compared to the agile medium counterparts which they already were outclassed by. The walls can be lightened if it is the way it has to be but I strongly urge to reconsider that stance as only the lumbering front (which has no real firing angles) is fortified while gaps are intentionally left to easily disable the ship if it loses it's cover fighters along the sides and ammo stowage rear. With poor responsiveness on the flight controls it becomes difficult to try and dodge these defects against a determined attacker and it from the ground up is designed to work without a shield. Sorry for the yapping. Everything else should be addressed and thank you for the pointers! Hope you rest well :> |
















About the PR
Added a new merc carrier, the Corvax, alongside three new fighters to deploy from it, one of which uses a new gun, the AC-35
Why / Balance
Mercs don't have a carrier ship they can buy, fighter ships don't have a cannon that fits the niche of actual fighter piloting as most weapons are too low in velocity to feel good while firing at high speeds. This addresses both.
Media
Requirements
How to test
Go to shipyard with a merc ID, purchase the CI-Corvax, go aboard, fill it up with the intended compliment of 3 crows, a raven and a magpie, fly and test (I've test flown the crow for nearly 3 hours total by now just tuning it to feel as satisfying as possible without being overpowered)
Changelog
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-add: AC-35 Chaingun! A fast firing, high velocity gun tailor made for the Crow fighter-bomber... Though it can work for other fighters as well.
-add: CI-Crow, the workhorse of the Corvax fleet. Flies like a dream, kicks like a truck, starkly reminds you that you alone are responsible for your destiny.
-add: CI-Raven, a jack of all trades support craft intended to extend operational combat capabilities of strike craft, preform S&R on downed pilots and in a pinch, more mundane tasks if need be.
-add: CI-Magpie, an expedition capable salvage shuttle.