Skip to content

Corvus Industries, a Merc Carrier and Its Flight of Birds - #212

Open
RemervKeberb wants to merge 18 commits into
Triad-Sector:mainfrom
RemervKeberb:Corvus-Industries
Open

RemervKeberb wants to merge 18 commits into
Triad-Sector:mainfrom
RemervKeberb:Corvus-Industries

Conversation

@RemervKeberb

@RemervKeberb RemervKeberb commented Jun 12, 2026

Copy link
Copy Markdown
Contributor

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

corvus lineup image

Requirements

  • I have read relevant guidelines/documentation to this PR found on our devwiki.
  • I have added media to this PR or it does not require an ingame showcase.
  • I can confirm this PR contains either no AI-generated content, or AI-generated content that meets our guidelines.

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
🆑

  • add: Corvus Industries, an old name that finally brings its flagship carrier alongside fighter designs to compliment it to the open market shipyards after the man behind the company announced their retirement.
  • add: CI-Corvax, Commander Corvus' very own midline carrier, rugged and dated by today's standards, its served decades under a cautious fear of over-reliance on networked systems, unbound by this constraint, fly too close to the sun bringing it up to date. (Comes with a free autobiography!)
    -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.

@github-actions github-actions Bot added S: Untriaged size/XL YML No C# Doesn't contain any C# code Sprites Audio Shipyard Additions or changes to ships Mapping and removed S: Untriaged size/XL labels Jun 12, 2026
@RemervKeberb

Copy link
Copy Markdown
Contributor Author
image Bonus funny

@Triad-Sector Triad-Sector changed the title Corvus industries, a merc carrier and its flight of birds Corvus Industries, a Merc Carrier and Its Flight of Birds Jun 12, 2026
@github-actions

github-actions Bot commented Jun 12, 2026

Copy link
Copy Markdown
Contributor

RSI Diff Bot; head commit 7eb3005 merging into e314aa1
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/_Triad/Objects/ShuttleWeapons/ac35.rsi

State Old New Status
ac35 Added

Resources/Textures/_Triad/Objects/Weapons/Guns/Ammunition/Explosives/generic_cartridges.rsi

State Old New Status
35mm Added

Edit: diff updated after 7eb3005

@RemervKeberb

Copy link
Copy Markdown
Contributor Author

@TheRealMasterChief117

Copy link
Copy Markdown
Collaborator

moar triad companies :)))

Comment thread Resources/Prototypes/_Triad/Shipyard/MIL/corvax.yml
@ParadoxPrime

Copy link
Copy Markdown

A very cool and awesome set of ships I would love to see in game!

@MsEpic59

Copy link
Copy Markdown

cant wait to see this ingame

@Eillyrea

Eillyrea commented Jun 17, 2026

Copy link
Copy Markdown
Collaborator

Corvax

  1. Your MV wiring has some areas on the left side of the ship, in Engineering that are extra 'vestigial' parts, and an entire section in the bar area that's disconnected
  2. The airtight hatches on the northern side of the briefing room do not have tiles under them, just plating
  3. The northern wall APC in the briefing room is not connected up to any LV cables
  4. Ideally wiring underneath walls should be at a minimum, especially so for cable terminals, please don't have them under plastitanium walls.
  5. Uranium fuel locker in the extra power room shouldn't be there, fuel lockers should only be for the fuel type the ship uses, you have a plasma one for the Zpinches
  6. A lot of the lighting is overdone, I'd consider taking some time and removing a lot of it as it can add more character. Be mindful that players will be generating their own light sources as well. (See images)
image image
  1. Mirror on the middle bathroom is facing the wrong direction
  2. Light is hanging in the air in the small hallway to the bridge
  3. It would be better if the northern and southern halves of the waste system were connected, and restricted to only one passive vent outside of the ship. People wanting to overhaul/change things will be less confused if it's more akin to other systems they're used to. Don't be afraid to use pipe layering with a screwdriver to your pipe work
  4. Chemistry shelf cannot be reached without climbing onto machines. Ideally there shouldn't be a lot of climbing on machinery to get to things on the ship, especially one this size
  5. Catwalk underneath an airlock that hasn't got a tile in the atmos room
  6. Desklamp clips into the captains wall on spawn
  7. Four diagonal walls are missing vacuum tiles near the front of the ship, one on the right wing, and three diagonal ones on either side of the briefing room
  8. It accelerates quite quickly for it's size, it may be worth reducing the large thruster count so it 'feels' more like a heavy carrier, whilst at the moment it's quite nimble.
  9. Why is one listed as "Class" and the others fighter bomber / support bomber?

Magpie

  1. Some catwalks running under doors
  2. A vacuum is missing top right
  3. Uranium fuel locker is hard to reach
  4. 24kW of power from shuttle APUs is a lot for a ship like this, 'free' energy that doesn't take up tilespace should be kept to a minimum.
  5. A HV cable goes under a wall to the right entrance of Engineering
  6. The LV wiring is one continuous network coming off of two APCs, with a lot more cables than necessary
image
  1. Disposals should be one continual network between the three rooms with only one passive vent

Crow

  1. Missing two vacuums by the dock
  2. Minor visual thing but the angled walls next to the docking port has a weird view into space
image
  1. A light in the entrance walkway could be useful.
  2. More passive vents than scrubbers on waste line

Raven

  1. Differing styles for each ships docking entrance. If this is intentional, that's fine, but ideally all ships within the same makers mark should have a continuous 'design philosophy'
image
  1. Has very similar power issues to the Magpie
  2. Similar atmos problems with waste being not fully linked to one network
  3. Four vacuum slots listed near the front

I think that's everything I can spot at the moment.

Ideally I'd prefer if each ship was submitted in a different PR, doing all four at once is a lot for a review <3 But that's for a "In the future if you plan on submitting for at once again"

My overall comment is that this is a very well put together and curated set of ships. Some refinements that will be learned with time and I imagine someday you'll come back and tweak things with more experience. But they are very beautiful.

The only other thing I kind of have is that the three smaller ships have radar edges, whilst the Corvax does not. Which presents somewhat of a design inconsistency, but is a very minor thing.

Ping me when you need things reviewed again, here or on discord

{
"version": 1,
"license": "CC-BY-NC-SA-3.0",
"copyright": "Made by _starch_ (discord), and kyres1. Charonette edited from NSV-13.",

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

770 to be exact and yeah further than draupnirs.

Comment thread Resources/Prototypes/_Triad/SpaceArtillery/Kinetic/standardmedium_kinetic.yml Outdated
Comment on lines +35 to +37
- type: BatterySelfRecharger
autoRecharge: true
autoRechargeRate: 125

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I don't think this is needed in here?

Copy link
Copy Markdown
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Suggested change
shootThermalSignature: 200000 # ~4.5km signature if firing continuously
shootThermalSignature: 100000 # ~4.5km if firing continuously

using Draupnir's as an example

Copy link
Copy Markdown
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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.

Copy link
Copy Markdown
Owner

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I haven't checked if it is actually time based or length but I guess leave it there is fine

RemervKeberb and others added 2 commits June 19, 2026 13:49
…ium_kinetic.yml

Co-authored-by: DDrakov <157034866+DDrakov@users.noreply.github.com>
@Eillyrea

Eillyrea commented Jul 3, 2026

Copy link
Copy Markdown
Collaborator

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

@RemervKeberb
RemervKeberb marked this pull request as ready for review July 3, 2026 15:59

@gaywolfgirl6 gaywolfgirl6 left a comment

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

All ships have a reoccurring issue with Wiring, Catwalks, and a couple Walls, being stacked two to three in the same place.

Image Image

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

Image

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.

Image

I do absolutely love the ships, the crow is especially fun to fly :3

minPlayers: 0
stations:
Magpie:
stationProto: StandardFrontierVessel

Copy link
Copy Markdown
Collaborator

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

For Expedition ships, you have to change the stationProto to StandardFrontierExpeditionVessel to make the Expedition Console functional and display Expeditions.

@RemervKeberb

Copy link
Copy Markdown
Contributor Author

Ough, I every day I miss strongdmm..
Thanks for the look over, sadly I won't really be able to work on anything for around a month or so as I'm moving but hopefully when things settle down I can again later

@gaywolfgirl6

Copy link
Copy Markdown
Collaborator

Ough, I every day I miss strongdmm.. Thanks for the look over, sadly I won't really be able to work on anything for around a month or so as I'm moving but hopefully when things settle down I can again later

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.

@gaywolfgirl6
gaywolfgirl6 marked this pull request as draft July 16, 2026 06:50
@Eillyrea

Copy link
Copy Markdown
Collaborator

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.

@RemervKeberb

Copy link
Copy Markdown
Contributor Author

This comment hitting me like
image

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)
The distro thing is neat! However no matter how many thousands of hours of spessmans I play, I will always consider atmos a hatecrime and if not for the character moments I want to have aboard these ships I wouldn't have ever had enough motivation to even install the basic ass setups they have right now.

Corvax, mirror fixed
more wires deleted than an entire vermintide of rats could ever possibly chew through, I'm almost certain something remains but I got the worst offenders and everything I could find before going insane.

@RemervKeberb
RemervKeberb marked this pull request as ready for review September 10, 2026 21:54
@Eillyrea

Copy link
Copy Markdown
Collaborator
image SHE'S BACK CHAT THE GOAT IS BACK LETS FUCKING GOOOOOOO!!!!

(Mauve will review in 24 hours)

@RemervKeberb

Copy link
Copy Markdown
Contributor Author

(I have no idea what the linter fail is but uh, works on my machine trust.)

@TheRealMasterChief117

Copy link
Copy Markdown
Collaborator

(I have no idea what the linter fail is but uh, works on my machine trust.)

Error: /Prototypes/_Triad/Shipyard/Carrier/magpie.yml(10,10) is not a valid enum value of type Content.Shared._NF.Shipyard.ShipyardConsoleUiKey

@TheRealMasterChief117

Copy link
Copy Markdown
Collaborator

Expedition shipyard was removed and replaced with the military shipyard, so either use default Shipyard or use Military shipyard if they are MIL vessels

@RemervKeberb

Copy link
Copy Markdown
Contributor Author

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

@TheRealMasterChief117

Copy link
Copy Markdown
Collaborator

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)

@RemervKeberb

RemervKeberb commented Sep 10, 2026

Copy link
Copy Markdown
Contributor Author

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.

@TheRealMasterChief117

Copy link
Copy Markdown
Collaborator

Ye, I see that, but the Corvax should be under one of the folders rather than being loose since it is not a carrier

@RemervKeberb

Copy link
Copy Markdown
Contributor Author

Should be done right now.

@RemervKeberb

Copy link
Copy Markdown
Contributor Author

(it was not in fact, done right)

@TheRealMasterChief117

Copy link
Copy Markdown
Collaborator

Set group: Expedition to group: Military or group: Shipyard``

@gaywolfgirl6

Copy link
Copy Markdown
Collaborator

Welcome back! <3 excited to see these ships closer to being released!

You miiiight have to update your fork and then rebase it onto your branch to assist with the errors.

Corvax:

There are still a few duplicate wires. You can use the command "nodevis" to assist in finding them!

image

The chemical shelf inside of the Medical Bay is not accessible inside the Medical Bay due to its rotation

On both sides of the exterior, there is a grile and plastitanium diagonal wall on the same tile:

image

There appears to be a loose unanchored pipe in the cigar room.

A few instances of catwalks in the same tile as an Airlock

A mercenary ID holder cannot open the Captains Locker you have in north most part of the ship.

The buttons in the centermost part of the ship are not able to be reached without climbing on top of the Gyroscopes.

There are a few instances of multiple carpet placed on the same tile at the bar.

The plastitanium is a bit heavily used, we want to retain having a single layer surrounding the ship, and not have it be more than a wall thick, something like this:

image

The dart board can't rest on top of the wooden table, and the table kind of just pushes it through the wall in the bar.

Your bomber plane still has Plastit and reinforced stacked on the same tile in a couple places.

Nitpicks:

You can use station beacons to add to the flavor of your wall mounted map!:

image

There are some airlocks that use a unique Tile underneath them, while others extend the tile used in the room under their doors.

You have catwalk on top of tiles tiles rather than plating. This is fine, just making sure you were going for that!

The rear docking rooms are a little barren, you could add semiotics, a simple bench, or such to add flavor to them

A large amount of the cabinets and shelves available on the ship require you to climb onto something to reach them.

I'm so tired i'll review the Corvax and its little ships more when i've had time to sleep

@RemervKeberb

Copy link
Copy Markdown
Contributor Author

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
control system. The ship already has a lot of security features and having ready access to blast-doors isolating hallways felt a bit too much, having to take the extra second to hop up and open/close the door will lead to cinema as it gives a reason to rely upon others compared to being comfortable handling everything yourself.

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.
And yeah the catwalks are intentional for the look and vibe.

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.
And carriers especially.. Well, I have a lot of thoughts on carriers and how mono implemented them, but the brunt of it is that they are a design dead end that have no practical place in the current state of ship combat.
However, they're cool as hell and the vibes are immaculate so who cares if they aren't optimal, we can still help them to not be so bad it's agonizing, the principles I like to think of for them are being durable strategic anchors that lack firepower (downtiered gunnery server, primarily fitted with point defense and long range weapons only) and are functional comfortably while stock. The fighters they can deploy being able to do what they need to a slight cut above average stock performance (and while upgrades are nice for them, they're nowhere near as nice as they are for any other kind of proper ship and thus will often fall off still but can make up for it with replacement potential assuming pilot recovery.)

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.
Which is something I was just reminded of that I would like to add but I'll have to ask later how up to date with mono we are, as last I remember they made certain ships blacklisted from functioning with shields at all, which I would love to add onto this one. But even without that it's still a hassle to integrate one onto the Corvax, in doing so you also remove the signature reduction gimmick of the SMES array and run way way hotter on scanner so I guess it's still not without compromise. (But really I just want this thing to get shot to shit and everyone feel the shake and impact. Shields are the single strongest thing in the game and without one any ship is just strictly bad but this is more interesting and thus I would like to just have some thick frontal walls to help make that a reality.)

Sorry for the yapping. Everything else should be addressed and thank you for the pointers! Hope you rest well :>
(I updated my main branch but frankly I'm scared to rebase this one alone so instead of potentially causing an even larger headache for myself with a mistake made at 2am I'll just try and fix that later, for now, map changes complete.)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

Audio Mapping No C# Doesn't contain any C# code Shipyard Additions or changes to ships size/XL Sprites YML

Projects

None yet

Development

Successfully merging this pull request may close these issues.

8 participants