are the civilian engine meant to use 200 power each? that seems an awful lot compared to other engines, although i'm guessing its so you can't have a whole load of weapons on a freighterArcalane wrote:Civilian power core and engine modules have been posted, for those of you wishing to make your own civvie ships.
I recommend using an ultra-light power core with 2-3 civilian engines and 2000-3000 used mass respectively. Sections should have about 50 HP each. You should be able to afford a couple of light weapons, but otherwise, civilian ships should be lightly armed, lightly armoured, and slow - not, you know, passable warships.
Spaceship Design Rules v3.16
Re: Spaceship Design Rules v0.23
There is no OP, there is only more boosters...
Re: Spaceship Design Rules v0.23
Uh, that's only 40 more than the Ultra-Light. Everything bar the Assists uses a lot more.
But yes, it's that way to discourage weapon use on civilian ships.
But yes, it's that way to discourage weapon use on civilian ships.
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- calvin1211
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Re: Spaceship Design Rules v0.23
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Calv MG2 drone.shp
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Re: Spaceship Design Rules v0.23
for their stats the civilian engines suck but hey, they're civilian
made a stealthy sensor shippy thingy that sticksout like a really sore thumb
made a stealthy sensor shippy thingy that sticksout like a really sore thumb
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IFNS Esquire (meta2 test).shp
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There is no OP, there is only more boosters...
Re: Spaceship Design Rules v0.23
I do keep saying that they're supposed to suck. What part of that is so hard to comprehend?vidboi wrote:for their stats the civilian engines suck but hey, they're civilian

...ew. That's just bad. Don't do that, please.vidboi wrote:made a stealthy sensor shippy thingy that sticksout like a really sore thumb
*superglow*
~~
Please remember to include custom sprites in your downloads, especially if you're using obscure files, like my animated version of Svn's autocannon;

Right-click, save as, and store it with the rest of Svn's SW weapons.
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Re: Spaceship Design Rules v0.23
what i meant to say is that for their cost they suck and you can only really fit one on a civilian core vessel
and the glow, okay i won't do it any more... does stick out a fair bit though, and sore thumbs tend to look pretty bad xD
talking of custom sections is there a download anywhere for starstruck's? can't seem to find them
and the glow, okay i won't do it any more... does stick out a fair bit though, and sore thumbs tend to look pretty bad xD
talking of custom sections is there a download anywhere for starstruck's? can't seem to find them
There is no OP, there is only more boosters...
Re: Spaceship Design Rules v0.23
What part of they are meant to suck is not getting through to you? How many times must I tell you that they are supposed to be bad?vidboi wrote:what i meant to say is that for their cost they suck and you can only really fit one on a civilian core vessel
And yes, I know the Civilian Core can't support more than one. I will probably bump it's power output up to 400 and reduce the civ engine power use to 175, so you can manage two of them and some very light armaments.
I might make a bigger Civilian Core and some beefier Civilian Engines too, for heavy freighters. Do take note that if you pump up the armour and armaments too far then you're running into military or paramilitary territory, and are better off using it as a troop transport (troop modules coming later) or something. The purpose of civilian ships is to be cheap and easy to manufacture - you don't actually have to build these things, but it'll be important to have and use them for certain ingame events.
And no, they will not be size/output efficient compared to the other engines. They're civilian models.

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Re: Spaceship Design Rules v0.23
Okay, in flagrant violation of the rules I am doubleposting, and I'm admin so I can get away with it. So there.
Anyway, onto the serious business;
There are now restrictions on the civilian engines and power cores that limit how they can be used/employed. Additionally, the standard civitech engine has had it's power use reduced by 12.5% - and the standard power core's output has been boosted by 1/3rd.
Rule of thumb, though; the moment you use a non-Civilian Power Core or non-Civilian Engine on a supposedly Civilian ship, you are wandering dangerously close to Potentially Military territory.
Anyway, onto the serious business;
There are now restrictions on the civilian engines and power cores that limit how they can be used/employed. Additionally, the standard civitech engine has had it's power use reduced by 12.5% - and the standard power core's output has been boosted by 1/3rd.
Rule of thumb, though; the moment you use a non-Civilian Power Core or non-Civilian Engine on a supposedly Civilian ship, you are wandering dangerously close to Potentially Military territory.
/l、
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Re: Spaceship Design Rules v0.23
You could make Civi stuff have two power outputs, one really tiny one for military stuff, and one larger output for civilian stuff, but that can ONLY be for civilian marked things...
Or not, but you know w/e.
Or not, but you know w/e.
Re: Spaceship Design Rules v0.23
or there could just be official regulations on how much weaponry you can have on a civilian vessel... seems simpler than having two power outputs to deal with
There is no OP, there is only more boosters...
Re: Spaceship Design Rules v0.23
I'm going to go with the or not 'cause you're an idiot and that's overcomplicated.Silveware wrote:You could make Civi stuff have two power outputs, one really tiny one for military stuff, and one larger output for civilian stuff, but that can ONLY be for civilian marked things...
Or not, but you know w/e.
...which would be what I'm doing already, basically. The regulation is that only 100 power from the cores can be devoted to weaponry. The rest goes to engines. Is this really that hard for you guys to figure out?vidboi wrote:or there could just be official regulations on how much weaponry you can have on a civilian vessel... seems simpler than having two power outputs to deal with
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Re: Spaceship Design Rules v0.23
We could put a arms weight limitation on ships, to prevent weapon SPAM.
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Re: Spaceship Design Rules v0.23
The amount of weapons a ship can carry is already limited by Mass and Energy, so I don't think another limit is really needed. Anyway, I imagine Arc and/or others will still be reviewing ships before they're green-lighted so if a design does stretch the limits of the rules it won't be approved.InsaneCat wrote:We could put a arms weight limitation on ships, to prevent weapon SPAM.
Last edited by AidanAdv on Sat May 29, 2010 1:19 pm, edited 1 time in total.
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Re: Spaceship Design Rules v0.23
Or we could, y'know, not. Because we have to check enough things already.InsaneCat wrote:We could put a arms weight limitation on ships, to prevent weapon SPAM.
What is it with you people and coming in here to make stupid suggestions?
Indeed! And we have half a dozen staffers this time around, so it's not just up to me to check these things.AidanAdv wrote:The amount of weapons a ship can carry is already limited by Mass and Energy, so I don't think another limit is really needed. Anyway, I imagine Arc and/or others will still be reviewing ships before they're green-lighted so if a design does stretch the limits of the rules it won't be approved.
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- Anna
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Re: Spaceship Design Rules v0.23
AidanAdv wrote:EDIT: Since I posted I might as well add my little ship.
Deimos class MKI

Might wanna keep that rule in mind, Aidan.Core Placement - Because Preacher is a fucking retard
The Core must be placed in the 'center' of the ship, so that a ship's size is representative of it's actual size. That means the core may not be shifted back, forwards, or to either side of the dead center of the ship.
There are no exceptions to this rule.
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