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adder360~SPARTA~

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About adder360~SPARTA~

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  • Birthday 05/16/1990

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  1. Nice work man! Yer i had thought a gun on the top could be useful, maybe using short range charges and pulse as an anti ship defense weapon. There was an older version of the rotor mod which had looked at before. could be cool for building rotating stations you can fly though. looking big inside now, gonna have to throw up a few maps and some way to not get lost ha ha!
  2. https://steamcommunity.com/sharedfiles/filedetails/?id=1853693799 ZENO i put the BP for where we got to with the station in case you didn't gt one
  3. Nice! looking cool, could all ways add the refinery complex as a module on one of the arms. im planning to build a rotor turret for the gun so that would be cool, make it an orbital base strike station. very bond vilian!
  4. Nice work! Have you put a safe zone genrator in it? Intrested in having a look at this when i get a chance! How is it performance wise?
  5. Video about new update. Looks intresting, added new fetures and a cosmetic DLC and also update added to prevouse dlcs
  6. so was mucking about with zeno testing some of our combat ships. This is the one i was testing, it is my battleship but having undergone a major weapons refit and now will be classed as a dreadnaught (white and red on the right) Vs. 3 of zenos uprated broadswords The sizes match up and are fairly matched and we had good fun using different tactics to take down the big ship, and in the end, only ended up using 2 broadswords and they were doing very good and with the use of decoys we could take down the big ship with only one taking significant damage. and losing shields. Later on, I was testing a new mod I was working on so I sent the 3 broadswords at me and with them unpiloted, I ran into some power issues with my ship and overloaded my 3GW worth of reactors so was losing weapons and shields a fair bit. but I just survived........... back to the shipyard.......
  7. Nice work. Intresting to see other peoples ships and the progression of designs. Need to set up a test senario to give your new BS a test. The next projects i want to work on is a ship the simular size to your battle ship. And a fighter/bomber carryer that would be a little bigger. As the one im currently working on ended up a lot bigger ha ha Ill add them to the list of the mods i want to finalise, and the ships i need to finish off and give detail to. Just passed the 1000 hour mark, and i supose that dosent include the time ive spent pissing around in notepad ++
  8. That is very odd, the only thing i can think of is my game updated yesterday, maybe there were 2 small updates one breaking it and the other fixing it. at least nothing was lost properly. spent a bit of time playing around with scripts and displaying stuff on some LCDS. Thanks zeno for geting me started. im using Auto LCD 2 as well as: Blarg's Fancy Flight Info for the displays on the cockpits Floor Plan Script Mk1 surprisingly for the floor plan ha ha (THYA) Shield HUD Script for the sheild status bar all of these can do a lot more so defo plently more playing around to do!
  9. I had a quick go with the mod and had simular results. But i think cos the script scans every block in the range of the turret for each turret. Its gets i to performance problems with the more blocks and more guns and more range. As these modded guns have quite large range and as this adds so much more area is for the script to scan i dont think smart targeting will be suitable. As for the tracking speed i think that has been set in the info for the turret in the mod. As i note the bigger turrets take time to get on target. And if you move fast enough in say a smaller ship you can evade them. That being said if you want to get around that you can use a turret slaving script and a targeting turret. As when a script controls your turrets it seems to"jump" them to the target. Linked a turret and a script bellow. Im off work tmo should be on during the day hopefully will catch ya and can work on it. Will be cool to see what youve done! https://steamcommunity.com/sharedfiles/filedetails/?id=1686252385&searchtext=Ma https://steamcommunity.com/sharedfiles/filedetails/?id=672678005&searchtext=turret+slave
  10. Glad to see you sorted it out will defo have to see it in action soon! Smart turrets 2 this mod is ment to stop the shoting through your own ship stuff but ive not tried it my self yet!
  11. Been doing some tidying up on the Large vector dropship and a modular base concept. basically, I'm quite lazy and CBA building massive bases that look nice so i thought id make a few base sections and then could paste them together as required. i wanted them Airtight with plumbing and lighting and everything grouped and easy to rename. So there are a few basic modules ive made. and also adapted Zenos habitat POD to have a small ship hanger airlock and an interface for the modular base system. the idea being that it can be either dropped on a planet or plopped somewhere in space and it can be the start of a base. (has a parachute so can be dropped safely from a height.) Started to be used to make the fleet home base. Tunnels and life support modules to provide gravity and air to the base. And bulkheads to divide up the base in case of breaches/ block off sections for future expansions. once im happy with it i think ill make a collection of the blueprints for people to use if you fancy.
  12. Following on from Zenos vector drop ship this my take on it. I very much had thunderbird 2 in the back of my mind whole building Here it is empty And carrying Zenos Habitatpod and its small ship sibling All ships use the vector thrust 2 script and can fly in planets and atmos
  13. Started work on a docking platform for a collection of some of my and zenos ships. I was all going swimmingly until a modded door i put on the back of zenos eagle ship decided it was going to collide with the platform.......
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