Space Platforms
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The Gas Guzzler, the pinnacle of Nauvis technology
This ship is capable of continuously traveling at 384km/h (with the standard +-10km/h), with a fuel production of 70'000 per minute. The fuel consumption is way into the diminishing returns, the ship is within 10km/h of the maximum possible speed (regardless of fuel consumption) with rare quality thrusters (unless you use the tricks to put thrusters in the front to get multiple thrusters within the same ship width).
The production is centered around 4 efficiency beacons. It was rather tricky to fit the 16 fuel refineries with their 8 crushers within 2 beacons (with the crushers sometimes spitting out chunks).
There are two ring belts for asteroid chunks, a split one for metallic/carbonic chunks and a full one for oxide chunks (despite my username, sushi-belts aren't optimal for this application).
The gun turrets cover exactly the range of the asteroid collectors. In terms of water/ice, the ship is slightly resource positive collecting stuff at continuous full speed (iron and carbon are no issue at all). When disabling half the refineries, the ship can serve as ice collector.
The asteroid unloading onto the 2 belts is rather space-efficient (and belts are very efficient at storing chunks). The split-belt collector unloading was optimized to fit into the 2-tile ring-belt space (the collectors unload onto a curved belt, to use the correct side). The inner lane of the oxide asteroid ring belt is filled first (using a splitter to push chunks there). The collectors unload onto the outer lane, so the the chance to being immediately able to unload (and being able to collect more oxide chunks) is maximized.
Most of the components are rare quality (for the inserters, it's mostly about power consumption). Only Nauvis technology/production is required.
The production is centered around 4 efficiency beacons. It was rather tricky to fit the 16 fuel refineries with their 8 crushers within 2 beacons (with the crushers sometimes spitting out chunks).
There are two ring belts for asteroid chunks, a split one for metallic/carbonic chunks and a full one for oxide chunks (despite my username, sushi-belts aren't optimal for this application).
The gun turrets cover exactly the range of the asteroid collectors. In terms of water/ice, the ship is slightly resource positive collecting stuff at continuous full speed (iron and carbon are no issue at all). When disabling half the refineries, the ship can serve as ice collector.
The asteroid unloading onto the 2 belts is rather space-efficient (and belts are very efficient at storing chunks). The split-belt collector unloading was optimized to fit into the 2-tile ring-belt space (the collectors unload onto a curved belt, to use the correct side). The inner lane of the oxide asteroid ring belt is filled first (using a splitter to push chunks there). The collectors unload onto the outer lane, so the the chance to being immediately able to unload (and being able to collect more oxide chunks) is maximized.
Most of the components are rare quality (for the inserters, it's mostly about power consumption). Only Nauvis technology/production is required.
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Re: Space Platforms
I was quite pleased with my earlier ship, turns out it's got an issue. I ran out of water and got stuck orbiting Gleba. So I took a hard look at the ship, and clearly, it's got too many solar panels. Peak power usage seems to be around 600kW, but it's producing 3.3MW. It weighs 239 tons, and that inertia means more water is needed to get it moving. Max speed was around 133km/s.
So I stripped it down, and added a water tank. In terms of fuel density, it's three times better to store fuel as water rather than further refined. This assuming the other asteroids remain at their current abundance, which they will because I'm not heading to Aquilo without advanced asteroid processing. I managed to get it down to 180 tons, then went berzerk and added two more engines. I dunno, I seem to have misunderstood the brief.
Final analysis, it weighs 224 tons, has double the fuel storage, plus a new water tank, but unfortunately has the style of a cheap brick. On the other hand, it's more than doubled it's speed, on the OTHER other hand, it now actually ran out of bullets on half it's turrets because it's seeing the same number of asteroids in half the time. Still didn't take damage, but on a longer trip, .. well as the saying goes, if it runs out of bullets, we can kill it.
So I stripped it down, and added a water tank. In terms of fuel density, it's three times better to store fuel as water rather than further refined. This assuming the other asteroids remain at their current abundance, which they will because I'm not heading to Aquilo without advanced asteroid processing. I managed to get it down to 180 tons, then went berzerk and added two more engines. I dunno, I seem to have misunderstood the brief.
Final analysis, it weighs 224 tons, has double the fuel storage, plus a new water tank, but unfortunately has the style of a cheap brick. On the other hand, it's more than doubled it's speed, on the OTHER other hand, it now actually ran out of bullets on half it's turrets because it's seeing the same number of asteroids in half the time. Still didn't take damage, but on a longer trip, .. well as the saying goes, if it runs out of bullets, we can kill it.
Constitution Class
Presenting: the iconic United Federation of Planets Constitution Class of Heavy Cruisers. These Platforms cycle through the inner planets following some basic Circuit conditions. With 1 137 Tons of mass each one requires a substantial investment in Rocket capacity, but as the class is capable of extended mission cycles it is a worthy Investment for Engineers venturing into Space for the first time. Featuring:
- Large Saucer section filled with generous Cargo Bays, vast Accumulator array and adaptive Solar blankets covering the forward deck. These can be easily removed for access to the integrated Sushi Bus to suit your manfuacturing needs.
- Supplies to construct an Embassy-Industrial complex, such as a fully-equipped Tank, Portable power Plant, Assembling Machines, Chemical Plants, and an entire Rocket Silo, in case negotations with local Natives necessitate a quick retreat to the safety of Orbit!
- Powerful Engineering section! Automated Reactor fuel management by Inserters yields economical operation of the Fission Reactor, extending your Fuel Cell budget. The onboard Manufacturing facilities that ensure basic Starship materials are always available, far from the nearest Starbase.
- Integrated Circuitry controls the flow of Fuel and Oxidizer between the Nacelles, increasing Efficiency of the Thrusters at Impulse speeds. Adjust the signal P to control the Pump strength, at the cost of Thruster efficiency; and the signal L is the absolute Speed Limit to maintain safe operation in dense Asteroid fields.
Buyer Beware: The hardened hull is not rated for Deep Space journeys! Upgrading to Quality components as they become available will enable you to venture farther, faster, to grow the Factory.
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Re: Space Platforms
Done for now, it's 'the One'. 225 tons, speed probably around 180km/s, 2 engines, dual ice collectors, and a ton of fuel storage.
Re: Space Platforms
Crab
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Re: Space Platforms
At 99% laser resistance and 5000 health handling huge asteroids will be futile.Lightyn wrote: ↑Thu Nov 07, 2024 7:25 pm Wanted the challenge of getting nuclear power working in space. We use it as a hauler and colony feeder. Haven't tested this beyond Aquilo yet so no guarantees it can handle the bigger asteroids out there. I used a modified version of Mbas's fuel injection system here: 118009 to optimize engine efficiency. Blueprint string in two halves (is big)...
EDIT: It's using green belts in the blueprint but blue belts work fine.
1o2
And what do you need all that storage space for? I could see this for Promethium storage but with just lasers that's a no go.
How many rocket silos per planet do you have that you can fill this ship up with stuff in less than a year? And what do you even trade at those volumes? Planets are basically self sufficient. Before Aquilo all you need to trade is Science packs and Bioflux and the occasional building / stack inserter. Looks like you want to carry everything to build a megafactory from stores on every planet.
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Re: Space Platforms
I had a science platform orbiting Nauvis, nothing special but it did have a full load of space science. Then I decided to move all science to Gleba to avoid science decay. Honestly I should have just built a new platform above Gleba, but I kitted the platform to make a single trip to Gleba.
The first attempt made it as a smoking ruin, but all 3 asteroid harvesters were destroyed, so the platform couldn't make bullets and was basically doomed.
So I optimised, this one made the trip without taking a single hit. Slowly. Soo very slowly.
The first attempt made it as a smoking ruin, but all 3 asteroid harvesters were destroyed, so the platform couldn't make bullets and was basically doomed.
So I optimised, this one made the trip without taking a single hit. Slowly. Soo very slowly.
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Re: Constitution Class
Looks... flat compared to how I remember it. And also, which enterprise? (really, the 2D nature makes it really hard)eugenekay wrote: ↑Thu Nov 28, 2024 3:39 am Constitution Class.png
Presenting: the iconic United Federation of Planets Constitution Class of Heavy Cruisers. These Platforms cycle through the inner planets following some basic Circuit conditions. With 1 137 Tons of mass each one requires a substantial investment in Rocket capacity, but as the class is capable of extended mission cycles it is a worthy Investment for Engineers venturing into Space for the first time. Featuring:
- Large Saucer section filled with generous Cargo Bays, vast Accumulator array and adaptive Solar blankets covering the forward deck. These can be easily removed for access to the integrated Sushi Bus to suit your manfuacturing needs.
- Supplies to construct an Embassy-Industrial complex, such as a fully-equipped Tank, Portable power Plant, Assembling Machines, Chemical Plants, and an entire Rocket Silo, in case negotations with local Natives necessitate a quick retreat to the safety of Orbit!
- Powerful Engineering section! Automated Reactor fuel management by Inserters yields economical operation of the Fission Reactor, extending your Fuel Cell budget. The onboard Manufacturing facilities that ensure basic Starship materials are always available, far from the nearest Starbase.
- Integrated Circuitry controls the flow of Fuel and Oxidizer between the Nacelles, increasing Efficiency of the Thrusters at Impulse speeds. Adjust the signal P to control the Pump strength, at the cost of Thruster efficiency; and the signal L is the absolute Speed Limit to maintain safe operation in dense Asteroid fields.
Buyer Beware: The hardened hull is not rated for Deep Space journeys! Upgrading to Quality components as they become available will enable you to venture farther, faster, to grow the Factory.
Creator of multiple mods, including Quality Assurance - My most popular one.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
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Re: Space Platforms
I present the B.O.A. Constructor. Taking ISRU to eleven: A space platform that builds its own materials and items for future expansion. (Originally I scaled the rocket production on Vulcanus only to be sufficient for the science, and decided to see with how few "unscheduled" rocket launches I could get away with to build a platform destined for my first trip to Aquilo.)
It only needed a handful of rocket launches, initially some manual recipe switching and foundry rotating, and since then it's been building platform foundations in a fully automatic fashion, with the foundry switching between melting and crafting recipes as needed. The crusher also reprocesses chunks as needed, when not creating ore and calcite. About every hour I need to drop the ice down to Vulcanus where I use it for making water (spacing it would also be an option). The assembler makes ammo as a priority, then other items such as electronics as requested and space platforms when nothing else is needed. Asteroid chunks are stored in the collectors with but a few in the hub for processing. Probably didn't need all four, one or two would be enough, they spend most of the time being completely full anyway.
Platform production is lower than I would've expected, only about 4 per minute, switching recipes cuts the efficiency much more than I thought. Still I find it an interesting proof of principle and am kind of proud how well it works. I'll leave it running for an hour or two and then eventuakky kit it out for the trip...
The blueprint has a bunch of uncommon/rare entities that I had laying around in the factory, but I don't think that's really needed. Is there a way to blueprint everything ignoring entity quality?
Anyway, this is the form it has after crafting some of its own entities such as the second turret and the fluid tanks, pipes, and the logic boxes, as well as the required platform bits to place them.
It only needed a handful of rocket launches, initially some manual recipe switching and foundry rotating, and since then it's been building platform foundations in a fully automatic fashion, with the foundry switching between melting and crafting recipes as needed. The crusher also reprocesses chunks as needed, when not creating ore and calcite. About every hour I need to drop the ice down to Vulcanus where I use it for making water (spacing it would also be an option). The assembler makes ammo as a priority, then other items such as electronics as requested and space platforms when nothing else is needed. Asteroid chunks are stored in the collectors with but a few in the hub for processing. Probably didn't need all four, one or two would be enough, they spend most of the time being completely full anyway.
Platform production is lower than I would've expected, only about 4 per minute, switching recipes cuts the efficiency much more than I thought. Still I find it an interesting proof of principle and am kind of proud how well it works. I'll leave it running for an hour or two and then eventuakky kit it out for the trip...
The blueprint has a bunch of uncommon/rare entities that I had laying around in the factory, but I don't think that's really needed. Is there a way to blueprint everything ignoring entity quality?
Anyway, this is the form it has after crafting some of its own entities such as the second turret and the fluid tanks, pipes, and the logic boxes, as well as the required platform bits to place them.
Re: Space Platforms
Two major problems with this design:the_potty_1 wrote: ↑Sat Nov 30, 2024 8:38 pm I had a science platform orbiting Nauvis, nothing special but it did have a full load of space science. Then I decided to move all science to Gleba to avoid science decay. Honestly I should have just built a new platform above Gleba, but I kitted the platform to make a single trip to Gleba.
The first attempt made it as a smoking ruin, but all 3 asteroid harvesters were destroyed, so the platform couldn't make bullets and was basically doomed.
So I optimised, this one made the trip without taking a single hit. Slowly. Soo very slowly.
Science single move.png
1) Wider than long. Do the turrets even reach the edges of your platform?
2) you need about 4 furnaces for even one AM3 making ammo. And you pretty much need one AM3 going full speed to keep up with ammo consumption.
Oh, and asteroids aren't really vulnerable to laser fire Also the sun doesn't set in space so accumulators? At no point is the space platform in the shadow of the planet. They picked the orbit well.
Re: Space Platforms
Actually small asteroids can be destroyed easily by laser which saves ammunitions one just need to set priority properly.
Accumulators are very useful to deal with peak consumptions amongst other things.
You don't need an AM3 producing ammo, it really all depend on your speed and damage upgrade.
Accumulators are very useful to deal with peak consumptions amongst other things.
You don't need an AM3 producing ammo, it really all depend on your speed and damage upgrade.
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Re: Space Platforms
Legendary Multipurpose Prototype
- Cargo: 5109 slots (optionally holds ammunition reserves)
- Maximum Speed 215km/s
- Weight: 2967t
- 6000k promethum storage facility.
- Destination-based automatic speed control.
- High-precision triple-fuel injection system allows fine grained control in 1% steps.
- No-waste dual asteroid reprocessing in the drive gondolas.
- Independant fuel production per drive.
- Centralized circuit bus allows easy expansion of control systems.
- Inspired generations of future explorers to go to yet unseen places!
Warning Endgame Spoiler
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Re: Space Platforms
I wanted to see how small I could make a ship that is actually practical and worth using:
Naturally it uses landmines because they are OP and hopefully getting nerfed one day. While it could be even smaller if it uses launched landmines, by launching steel and explosives you get something like 600 landmines per rocket, instead of only 100. That should be enough for 3-4 round trips in the inner systems, and the occasional launch of steel and explosives seems like a fair trade for the very low number of initial launches, moderately high speed and ability to travel more-or-less non-stop: features that are difficult to get with other tiny ships. Seems worth considering using as a personal runabout ship.
It requires only 6 launches to build and make a round trip, 7 launches (more steel and explosives) to make a bunch of trips. It can travel with ease between any of the inner planets. It can do Aquilo too if the landmine "fists" are extended a few tiles, I'm not sure exactly what explosive upgrades level is "required" but I tested it with a sensible level for when you've researched Aquilo. Also Aquilo trips will lose some platform so that's a consumable too. Don't park at Aquilo, or if you do, use more landmines along the side.
It exploits the fact that landmines can detect the presence of nearby asteroids through the vacuum of space and blow them up before they can reach the Grabber. The Grabber never gets hit. The landmines are a perfect defense even with the big hole in the front.
Since its rear is undefended it also needs some repair packs if it's going to be parked somewhere other than Nauvis (though I think the engine can be protected by landmines flanking it, but frankly getting smacked in the rear is something that happens very infrequently and repair packs easily handle it). Parking long-term at a location that can't launch supplies is not really advisable of course.
Naturally it uses landmines because they are OP and hopefully getting nerfed one day. While it could be even smaller if it uses launched landmines, by launching steel and explosives you get something like 600 landmines per rocket, instead of only 100. That should be enough for 3-4 round trips in the inner systems, and the occasional launch of steel and explosives seems like a fair trade for the very low number of initial launches, moderately high speed and ability to travel more-or-less non-stop: features that are difficult to get with other tiny ships. Seems worth considering using as a personal runabout ship.
It requires only 6 launches to build and make a round trip, 7 launches (more steel and explosives) to make a bunch of trips. It can travel with ease between any of the inner planets. It can do Aquilo too if the landmine "fists" are extended a few tiles, I'm not sure exactly what explosive upgrades level is "required" but I tested it with a sensible level for when you've researched Aquilo. Also Aquilo trips will lose some platform so that's a consumable too. Don't park at Aquilo, or if you do, use more landmines along the side.
It exploits the fact that landmines can detect the presence of nearby asteroids through the vacuum of space and blow them up before they can reach the Grabber. The Grabber never gets hit. The landmines are a perfect defense even with the big hole in the front.
Since its rear is undefended it also needs some repair packs if it's going to be parked somewhere other than Nauvis (though I think the engine can be protected by landmines flanking it, but frankly getting smacked in the rear is something that happens very infrequently and repair packs easily handle it). Parking long-term at a location that can't launch supplies is not really advisable of course.
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Re: Space Platforms
Blueprint?eradicator wrote: ↑Mon Dec 02, 2024 10:21 pm Legendary Multipurpose Prototype
- Cargo: 5109 slots (optionally holds ammunition reserves)
- Maximum Speed 215km/s
- Weight: 2967t
- 6000k promethum storage facility.
- Destination-based automatic speed control.
- High-precision triple-fuel injection system allows fine grained control in 1% steps.
- No-waste dual asteroid reprocessing in the drive gondolas.
- Independant fuel production per drive.
- Centralized circuit bus allows easy expansion of control systems.
- Inspired generations of future explorers to go to yet unseen places!
Warning Endgame Spoiler
Also I like your ship's hull design.
Creator of multiple mods, including Quality Assurance - My most popular one.
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I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
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Re: Space Platforms
Interstellar
A space platform designed to reach the solar system edge (and some more, enough for Shattered planet 3 achievement), collect some promethium and return to Nauvis to craft Promethium Science Packs.
The speed is adjusted automatically, depending on the current route (you can ajust zone minimum speeds in arithmetic combinators). Promethium collection and return are also automatic.
The design is rough, was made just for work.
A space platform designed to reach the solar system edge (and some more, enough for Shattered planet 3 achievement), collect some promethium and return to Nauvis to craft Promethium Science Packs.
The speed is adjusted automatically, depending on the current route (you can ajust zone minimum speeds in arithmetic combinators). Promethium collection and return are also automatic.
The design is rough, was made just for work.
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Re: Space Platforms
I built wider to reduce speed, there's some weird 'space drag' logic in-game. The turrets cover exactly the width of the ship. As I said, it was a once off trip to move from nauvis to gleba, so I didn't need to build for rapid reloading. It took like half an hour to fill those belts with ammo, if I'd left before, I'd have taken damage or even lost the ship. As soon as I finish researching advanced asteroid processing, I'm rebuilding this ship to supply Gleba with copper, iron, steel, copper wire, and space science.mrvn wrote: ↑Mon Dec 02, 2024 7:46 pm Two major problems with this design:
1) Wider than long. Do the turrets even reach the edges of your platform?
2) you need about 4 furnaces for even one AM3 making ammo. And you pretty much need one AM3 going full speed to keep up with ammo consumption.
Oh, and asteroids aren't really vulnerable to laser fire Also the sun doesn't set in space so accumulators? At no point is the space platform in the shadow of the planet. They picked the orbit well.
Re: Constitution Class
The original Outline was modeled on the hull lines of the Constitution Class, of which Captain Kirk’s NCC-1701 is the most famous example. The version shared above was downsized to 1:2 scale; I am also working on a full-size version which is closer to the shape of the original, but at 3700 Tons it already exceeds the Blueprint post-size limit, without a completed saucer section.BraveCaperCat wrote: ↑Sun Dec 01, 2024 12:28 pmLooks... flat compared to how I remember it. And also, which enterprise? (really, the 2D nature makes it really hard)
Re: Space Platforms
Just producing enough ammo ahead of time is a good plan. I do that too. But even for a once off having 2 furnaces with 1 assembler would have been twice as fast to get ready compared to the 1 furnace with 2 assemblers you have. And hey, with 2 furnaces you can supply iron and steel to Gleba right away. Or twice the iron, which I would do. Let Gleba make the steel if needed.the_potty_1 wrote: ↑Tue Dec 03, 2024 7:31 pmI built wider to reduce speed, there's some weird 'space drag' logic in-game. The turrets cover exactly the width of the ship. As I said, it was a once off trip to move from nauvis to gleba, so I didn't need to build for rapid reloading. It took like half an hour to fill those belts with ammo, if I'd left before, I'd have taken damage or even lost the ship. As soon as I finish researching advanced asteroid processing, I'm rebuilding this ship to supply Gleba with copper, iron, steel, copper wire, and space science.mrvn wrote: ↑Mon Dec 02, 2024 7:46 pm Two major problems with this design:
1) Wider than long. Do the turrets even reach the edges of your platform?
2) you need about 4 furnaces for even one AM3 making ammo. And you pretty much need one AM3 going full speed to keep up with ammo consumption.
Oh, and asteroids aren't really vulnerable to laser fire Also the sun doesn't set in space so accumulators? At no point is the space platform in the shadow of the planet. They picked the orbit well.
And is it really going to be a single trip? Don't you want to send that ship to Vulkanus and pick up some foundries?
As for avoiding the science decay you might want to rethink that. Look at the Biolabs. They consume only half the science bulbs for the same research and have more slots for productivity modules. But you can only place them on Nauvis. When you unlock them you want to move science back to Nauvis because you loose less than 50% due to decay and get more out of it overall.
Shipping a rocket full of each science pack from Nauvis to Gleba and doing some research locally seems smart. Enough to unlock Biter Capture but after that I would go back to Nauvis. Duplicating the whole science production on Gleba seems pointless giving the Biolabs.
PS: You reached 69.95 km/s. I think my longer than wide ships that are just a bit larger area wise are slower and it still plenty fast enough for me.
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Re: Constitution Class
Wow. Also, when I said "Which Enterprise" I wasn't thinking about other constitution class ships, I was thinking more like "Which constitution class" (because there are obviously more than one, there was constitution, constitution 2 and constitution 3 class ships at some point in time. the NCC-1701-A is a famous example of the constitution 2-class). Then again, it does kind of look like the galaxy class blueprint available in this same topic.eugenekay wrote: ↑Wed Dec 04, 2024 5:19 pmThe original Outline was modeled on the hull lines of the Constitution Class, of which Captain Kirk’s NCC-1701 is the most famous example. The version shared above was downsized to 1:2 scale; I am also working on a full-size version which is closer to the shape of the original, but at 3700 Tons it already exceeds the Blueprint post-size limit, without a completed saucer section.BraveCaperCat wrote: ↑Sun Dec 01, 2024 12:28 pmLooks... flat compared to how I remember it. And also, which enterprise? (really, the 2D nature makes it really hard)
Creator of multiple mods, including Quality Assurance - My most popular one.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.