This is a nice thread to view creations.

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Revolver265

ZeroGravitas's #8 fanboy
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#1
I have created a place to share my few snapshots. Other people can come here and share ideas with me or post improved versions of my Techs.
 
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Revolver265

ZeroGravitas's #8 fanboy
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#2
Here is my first creation, a turret that looks a little like a seafaring vessel - if seafaring vessels had shotguns to blast holes in other pirate ships as they passed by each other. It's like a cannonball, but ones that explode into grapeshot. This one is heavily armed, although I find that the Gatling-style N830RC cannons are a little pathetic, and the Akira railguns suffer an inability to alter the gun's projectile trajectory much. The next thing I want this thing to be is a hover-bugged player ship. Small, light, and ready to ruin another prospector's day. Unfortunately, I don't know much about the hover bug other than it involves wheels, hover plates (as the name implies) and something about making those wheels seem like ground to the hoverplate. Maybe it's not possible, but I'd love to see a vaguely similar, plated, and floating mini battleship sometime soon. Hawkeye Heavy Turret.png
 

Revolver265

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#3
IF YOU DON'T LIKE READING, AT LEAST READ THE STRATEGY GUIDE. AT LEAST!
Here in my garage, just got this brand new Hawkeye Destroyer I. Fun to drive around the Hollywood hills. But do you kn- okay, I get it. Beaten-to-death meme. But this is what I currently drive around through the poorly generated mountains in my world. It has two booster tanks hiding behind the big wheels, for when you need to hit 60. It's an all-around good performer, but lacks a little in the resource holder department. I currently drive this, but slightly modified: It has a Venture mobile SCU slapped on, and my version occasionally uses @ZeroGravitas 's trick of doing the double-high tractor pad trick. I haven't built bases this way, but my next plans are to build a Destroyer II utilizing this concept. One of the current weaknesses are that the cab is effectively exposed - it's hiding right in front of a rear-mounted shotgun. If an enemy AI uses the "stay on your butt" strategy (which is why I now put guns in the rear) my Tech is screwed if the enemy has enough firepower. This Tech uses two big GeoCorp batteries, as well as some Ion Batteries (Hawkeye's finest) and those batteries are drained slowly through two Hawkeye Havoc Shields and their 2x1x1 Repair bubbles. I may reconsider and use a GeoCorp repair bubble, but I feel like it doesn't interact well with my odd-numbered width Tech. Anyways, I'll get on with making a Destroyer II soon - I need an upgrade on my current heavy lifter anyways, I could do good with a rework of the weapons and battery system. Destroyer I.png
Strengths:
Uses missiles instead of Megaton rain
Can anchor down to recharge batteries
Uses lots of missiles, big and small
Made out of resilient parts
Uses missiles
Long battery life (unlike my laptop, lol)
Missiles.
Can hit 60 on boost. And has a lot of fuel to boost.
Weaknesses:
Cab is set too far back
Pithy N830RC cannons bolted onto rear end
Not incredibly fast
weak little drills on front, forces resource harvesting to be done quickly, or by kicking the clutch and slamming it into reverse
Not as powerful as larger enemies - cannot face some head-on (see strategies)
Strategies and Tactics:
If you read the summary of the strengths and weaknesses, you probably noticed I emphasized missiles yet my Tech can't take enemy prospectors toe-to-toe. Missiles have a fairly long range of tracking, and don't have many of the inaccuracies of a Gigaton Cannon trying to hit a Venture Joyrider. (leading your shots isn't as necessary, they don't get inaccurate because of distance) The range of the missiles and the damage they do can easily snag you the Sniper achievement (although I did mine with some lasers in the beginning of my game) Just find a suitable hill, point the front of the Destroyer to the enemy, and bam, just fire for a little while and the Railguns will take care of any cocky prospectors. Remember, SAVE YOUR GAME BEFORE YOU APPROACH A LARGER TECH ON EVEN GROUND. IT COULD GO POORLY, ESPECIALLY IF YOU UNDERESTIMATE THEIR BATTERY LEVELS AND/OR FIREPOWER.
 

Revolver265

ZeroGravitas's #8 fanboy
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#4
I'm gonna drop a Payload of new Techs that are based on the Destroyer wheelbase. announcer voice I present the statistics for the brand new Destroyer II, Destroyer Pulsar, and high-end Destroyer Pulsar X!

Electricity Bill:
[Note: This is the time it takes to juice the batteries using the R&D Charging Tower. Longer Time: Larger Destroyer Battery Capacity]
Destroyer I - 0:54.73
Destroyer II - 0:56.87
Destroyer Pulsar - 0:50.75
Pulsar X - 1:01.46

Boost Meter:
[Note: This is how long the boost lasts on the Destroyer Variants. Press shift to add boost pressure to the turbo.]
Destroyer I - 0:27.55
Destroyer II - 0:15.50
Destroyer Pulsar - 0:11.90
Pulsar X - 0:13.30

Improvement Notes:
SCU will sometimes suck up things on Destroyer I, tossing it around and making it difficult to track target or move around. New Destroyer II will feature an anchored SCU so that it isn't a hindrance in battle.
Destroyer I's wheelbase had a little misalignment. Fixed in Destroyer II and it's variants. Packs lesser firepower than its new brothers, but still a viable option.
Destroyer II has good punch, but is dwarfed by dwarfed by its speedier Pulsar brothers. Is still strong, and has better firepower compared to the OG Destroyer.
[Pulsar] variant hits 93 MPH for a short time but is limited to 53 MPH while cruising. Intended to provide big boost for a short time, such is the name.
[Pulsar X] variant hits 95 MPH and does it for a whole lot longer. Cruising is 54. Appears to have the largest battery so far. Would use, but has lots of exposed fuel tanks. May edit further before posting a final Destroyer III or Destroyer IV.

Here are the brand new awesome Destroyer builds! Hope you guys enjoy. They're all a little specialized, especially the Pulsar builds. The Destroyer II is most all-around and is the heavy lifter for all the jobs.
Below: The Destroyer II
Destroyer II.png
Below: Destroyer II Pulsar
Destroyer II Pulsar.png
Below: Destroyer II Pulsar X
Destroyer Pulsar X.png

Also, @ZeroGravitas (sorry to ping you again) I have responded to your post. TLDR is basically, fork the thread if you want (or have me do it) and I will post more stuff (including the plane attacking the little climber). I have created an improved version, just let me know where you'd like it posted. I still want to keep the recreation train going, working on some of the easier to recreate Techs. Where can I find the .txt file where I can sift around for the names of the Techs? And is it considered a violation of the EULA to connect the name to the game of the Tech, because it's rooted in the game code somewhere?
 
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Revolver265

ZeroGravitas's #8 fanboy
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#5
More things! I found that small single hover systems really really work. Here is Tiny Hover and the tilitable Tiny Hover II. Tiny Hover II looks like a floaty GSO Carcature. Enjoy!
How to use:
Shoot until you've tilted forward to your desired speed, then go! This can really fly across some grasslands, and really loves to blaze across the salt flats. The R&D Testing Chamber can set a sweet speed record. The Hover II can tilt and turn, but can't restablilize. It can be upright and go forward, as well.
To change direction in the Tiny Hovers, you can always use the build beam. Tiny Hover.png Tiny Hover II.png
 

Revolver265

ZeroGravitas's #8 fanboy
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#6
I recently picked up the Scout Tank from the "Fortress" collection on the Workshop [here] and tuned it into the E-special Turbine Tank. I added some armor to the top, gave it a little rifle, and has a bubble to keep itself safe. Turbines make it a little faster, and also give it a cool noise that makes it sound like a classic tank. (Tanks used aircraft-style Turbine engines in the wars)
Scout Turbine Tank E.png
 

Revolver265

ZeroGravitas's #8 fanboy
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#7
This is Light Plane I. It has Hawkeye missiles, so if you don't have Hawkeye, just load it into creative and save without the missiles. Other than the Hub wheel and Seeker missiles, every part is Venture Spec. A more powerful version of this plane may be coming soon. I enjoy the VSTOL and would like to keep it around if I make a better version of the Light Plane.
I forgot to upload my techs, and tired-ass me went to sleep. So, a day late, here is *announcer voice* Light Plane I!
 

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Revolver265

ZeroGravitas's #8 fanboy
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#8
I have created a variant of Minor Miner, and posted it here. I present... Sirius Miner! Still doesn't have any real weapons, but can boost itself up hills and carry 160 resource chunks or components.
Sirius Miner.png 20180827013125_1.jpg
 
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Revolver265

ZeroGravitas's #8 fanboy
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#11
@AstraTheDragon I've done a little of my own research, and as you're overhauling the wiki, more information about things like bubbles and batteries would be helpful, I assume. So I sat at my desk for an hour while timing with my phone to see how good the Hawkeye and GEOCorp batteries were in preparation for choosing what batteries to use in a build I'll be posting soon.

4x Hawkeye Ion Battery + GeoCorp Repair Bubble:
1:03.27
GeoCorp Battery with GeoCorp Repair Bubble:
1:02.12
The difference is negligible, and if I were to run more test- oh wait, I can't play video games in Saturday School.
this "punishment" is getting out of hand.

Anyways, if I were to try to run this test a couple hundred more times simultaneously on a PC with greater power than my cardboard box with a screen, the results would probably even out. GEO techs with massive battery units are more common late game, so they might be better. However, scrapping these batteries would also be reasonable, as they use incredibly expensive components, whereas Hawkeye batteries have relatively lighter component costs.

Here are my testing units.
20180830211549_1.jpg
 

AstraTheDragon

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#12
@AstraTheDragon I've done a little of my own research, and as you're overhauling the wiki, more information about things like bubbles and batteries would be helpful, I assume. So I sat at my desk for an hour while timing with my phone to see how good the Hawkeye and GEOCorp batteries were in preparation for choosing what batteries to use in a build I'll be posting soon.
View attachment 24566
Aww thank you!

Though I hate to admit that your time was kind wasted
. I can confirm that Hawkeye and GeoCorp batteries have similar storages.

GSO batteries hold 1500 energies when full @1500 per block cell; ~250 HP per cell.
GeoCorp batteries hold 14000 energies when full @1750 per block cell; ~162 HP per cell.
Venture batteries hold 1500 energies when full @1500 per block cell; ~ 200 HP per cell.
Hawkeye Batteries hold 3500 energies when full @1750 per block cell; ~ 400 HP per cell.

To get these values I used @Lost Ninja's block table which I cannot recommend enough. For more block data, I would also highly recommend @Exund's Advanced Building mod (currently available on @WhitePaw's new TTMM.)
 
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Revolver265

ZeroGravitas's #8 fanboy
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#14
I came across GK's Hover Tech in the Steam Workshop which was a game-changing design for me, I didn't have any 2-wide techs on hand so I borrowed a different tech in the workshop, Prelude V2, and created a version with a turret based on GKVec's design. I love that the disabilities of the Battleship Mk2 cannon are surmounted by using an Axis Shotgun -- what an ingenious idea!

Thus, I present a slightly modified "turreted" edition of Prelude V2, through optimization of the tallest part of the tech being used as a turret base. This is mostly a proof-of-concept showing that it can be done on all sorts of techs. 20190102093057_1.jpg


Here's the file. I'm going to continue to see if I can un-corrupt my game save or something to try and get the corecrafter tech I made, I spent hours on that thing and now the R&D world it's in is corrupted. I don't like using explosives, so a GSO 3 block takes care of things, since explosive bolts are consumables and if you need to SCU and then drop in a tech, it gets used up. You may need to anchor the tech down and shimmy the turret around using builld beam to get it to work.
Prelude V2 Turreted.png

I think it's about time to say what I've been working on, and a couple other updates you guys might like to hear -

I got a new laptop! It's an Alienware m15. I know I overpayed, but I like the premium feeling and geometric "Alienware DNA" styling. Something about Alienware laptops just get me. I got the 100% sRGB panel, and despite how much many people will say that the game looks a little washed out or whatever, I think it looks perfectly good on a bright, color-accurate panel. I paired the nice screen to a 1070 Max-Q, since I'll need a stronger graphics card to push that many pixels.

I'm keeping the laptop, and my goal for it is to last 5 years. So far, no issues at all! I'm very happy with it.

I also posted a status update that you guys may have read - i've been obsessed with this new game called Redout: Enhanced Edition that I really just love for the anti-gravity fast-paced racing. Their community is amazing and we all have fun together each day. Unfortunately, the game has also been taking a toll on my body. It's been extremely engaging, but I'm in pain after playing for so long, the game is just enthralling and I can't walk away from it. My hands hurt like all hell, I can't twist my wrists, I have a massive headache and my ass hurts. And I keep hallucinating an energy bar everywhere I go now. I need to stop but I can't.

I'm glad with this new game machine though, I can load stronger and bigger techs, and hopefully have more content coming out - I definitely won't be forced to play the game at a grueling 10fps.
 

Revolver265

ZeroGravitas's #8 fanboy
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#15
Hello! New planes as I promised.
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The Better Future corporation is all about making the world, well, a better future. What better way to start though, than to build planes? International shipping is the backbone of Earth, but offworld, Techs sometimes need cargo to be transported, like compressed resources, across half the planet. Normally the process takes 25 hours to fly cargo across the massive planet, but Better Future has lowered the redeye flight your cargo needs to take to just 18 hours, using the brand new BF Albatross.

This is the Better Future Albatross, ready for cargo. Just pull off the top hatch and load as many resources as you please. It comes with repair and shielding as well.
BF Albatross Empty.png
It set a record of crossing one side of the planet and over its fabled deep blue seas to the other half in just 17.92 hours, while full of GEOCorp Compressed Celestian. However, the planet isn't safe, and sometimes the plane had to fly through cloud cover to stay hidden, with the storm lights helping to light up the sky around them, and avoid contact with some Hawkeye planes that flew a little too close for comfort, ignoring the 1000ft guidelines.

In the event that a hostile aircraft does "turn and burn" the top-mounted lasers will help keep whatever cargo you're transporting safe.
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This is the BF Heavy Albatross, although it has an erroneous photograph the plane is very much real (and screenshots of them can be seen further down this catalogue), and is the definition of flying with lots of cargo.
BF Heavy Albatross.png
The goal of the BF Heavy Albatross is to transport more. In fact, it's so ready for payload, that when empty, often dips downwards, as the extra fins in the rear that usually would help keep the plane from nosing upwards too much tends to force the Heavy Albatross slightly downwards, so pilots need to be careful while flying this aircraft with an empty bay.
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This is the BF Albatross Speed, which set a blisteringly fast 14 hour time across half the planet along its longest point, by pulsing its thrusters and flying at higher altitudes to minimize drag. It uses anti-gravity to make its payload and fuel fairly light before most of the fuel is drained and the batteries run dry.
BF Albatross Speed.png
The BF Albatross Speed combines anti-gravity fields with massive internal afterburners that collect any remaining fuel unspent by the propellers and fill its secondary tanks. Then, in one big burst, it flares all of the fuel through massive thrusters, that, although inefficient, definitely propel the aircraft forwards. This kind of aircraft is extremely expensive, blurring the lines between lighter and heavier than air through graviton technology. It's mainly used to transport Venture techs for Corporation parties, where they party and catch big air over the sand dunes. Venture officers are usually rather nice people, but are strict to keep with the brand in the sense that everything is about speed - they want their techs delivered, and quick. This BF fills a high-speed niche that nobody else can.
-------------------
"One-hundred eighty thousand rounds and twenty-eight cruise missiles captured on camera."

This plane (will be in the next post immediately following along with the Steam Screenshots) is a BF "Seagull" Warbird that returned from battle rather dinged up. Rather than using the Albatross name, the less graceful Seagull drops load when it takes flight - in this case, lots and lots of bombs. After returning home from its mission, it received a rather gracious present of multiple hours of turret fire while returning to base. The plane was also hit with exactly 28 cruise missiles, one even detonating the last bomb in the bomb bay that had gotten stuck while trying to exit. Luckily, all members survived, since all 5 members, operating the guns, navigation, bomb bay, piloting, and engine work specifically were all in the cockpit, working at their stations to control relatively remote parts of the plane. The tattered plane returned to base with two engines out, and the ion thrusters providing barely enough lift to maintain level flight.

The plane was shipped to a war museum and displayed.

(Turret fire referenced in the description is real, the plane was flown repeatedly over the turrets in R&D to test durability. Shields and repair bubbles were disabled during the test.)
 
Last edited:

Revolver265

ZeroGravitas's #8 fanboy
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#16

Galrex

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#17
This is the BF Albatross Speed, which set a blisteringly fast 14 hour time across half the planet along its longest point, by pulsing its thrusters and flying at higher altitudes to minimize drag. It uses anti-gravity to make its payload and fuel fairly light before most of the fuel is drained and the batteries run dry.
As you might not have notice it, one of the Better Future Medium Outside Wing is missing on the right wing of your plane.
 

Revolver265

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#18
@Galrex With giant projects, I have the tendency to miss symmetrical bits. It's not bad enough for a recall to replace all the planes we've shipped out, BF will just provide extra Right Outside Wings for anyone who didn't get one for free, to install it themselves.

I unfortunately make little mistakes over a long period of time. Hopefully there are thousands of miles of safe shipping after they buy one of these planes!
 

Galrex

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#19
@Galrex With giant projects, I have the tendency to miss symmetrical bits. It's not bad enough for a recall to replace all the planes we've shipped out, BF will just provide extra Right Outside Wings for anyone who didn't get one for free, to install it themselves.

I unfortunately make little mistakes over a long period of time. Hopefully there are thousands of miles of safe shipping after they buy one of these planes!
ok
 

Galrex

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#20
Well, with big projects comes with big responsibilities. I think it's always better to ask your engineers to be more alert next time on these small details when it comes to producing such big builds.
Btw I really like the design of the plane and the placement of the BF lasers on the engine intakes. :) Looks awesome!