The Dragon's Hangar - Home of Chrii's brilliant creations

Chrii_the_Vieh

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#61
I proudly present my MechTech series.
These techs are inspired by battle-tech mechs and fit the theme of "walking robots" in TerraTech before we have legs.

GSOMechTechV1
GSOMechTechV1.png
Sturdiness combined with wicked firepower of Megatons, this one is fearsome.

VenMechTechV1

VenMechTechV1.png
Brittle, fast and aggressive, that is Venture in the box for you.

HEMechTechV1

HEMechTechV1.png
Closest to the goal of a MechTech, this one has firepower to no end.
 
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Chrii_the_Vieh

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#62
Here is another copter for the hangar:

BattlecopterV2
BattlecopterV2.png
A rebuild of the first battle-copter that I build before we got Hawkeye in the mix.

Now I do present a highlight:
You all should know Crafty Mike by now, for those who don't, this is him (my own rebuild of the man):
Crafty Mike.png
But wait, who is the lovely lady in the background?
Let's have a closer look and give our regards to...
Resourcy Zoe.png
Resourcy Zoe, she makes a nice girlfriend for our Crafty men.
May the zestiness be with them ;) !
 
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Chrii_the_Vieh

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#63
I made some more awesome characters for the game:

First one is a big bulky dude with a simple mind and all those tools.
Please meet...

Blocky Pete

Blocky Pete.png
Look at this awesome helmet he built.

Second in line a lovely lady.
What a hottie she is:

Ventury Sookie
Ventury Sookie.png
It took her hours to find that dress...

Third and final character is a badass in the neighborhood.
Duck and cover here is your drill instructor:

Shooty Marc
Shooty Marc.png
Hold the fire-button son and don't forget to look at my shiny rockets!

May the zestiness be with you!
 

Chrii_the_Vieh

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#65
My first working multitech is here!
And... it is a flyer of course.
This is my approach to real copter-flying in TerraTech:

MantaCopterV7
MantaCopterV7.png
This is armed to the teeth and beautiful in the air.
I hope to fix some steering issue in the future.
Till then, this might be my new Air-Roamer for late maingame.

!!!INSTRUCTIONS!!!
1. Buy both techs from payload in R&D.
2. Change to the MantaCopterV7 and drive it under the CopterMotorV3.
- Make sure to have the directions of the cabs matching!
3. Deattach the engine by removing the doublebracket that holds the gyro.
- The motor should place straight in the copter.
4. Take two Hawkeye-single-brakets and attach them inside the tech.
- The right position is on the pear or tear shaped hawkeye block of the engine.
- Make sure that the engine stays inside the tech.
5. Change to driving the CopterMotorV3.

The flight is a little wacky, as the AI tries to fly some irregular turns sometimes,
but if you get used to that behaviour, this thing is awesome.
Set the AI to follow and it will annihilate enemies for you.
!!!INSTRUCTIONS!!!

CopterMotorV3
CopterMotorV3.png

Early version (working but wacky):
MantaCopterV5
MantaCopterV5.png
 

Chrii_the_Vieh

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#66
After submitting my multitech I realized, that it might be possible to do it in one tech as well.

@Masakari Thanks for the awesome review HERE. Feel free to post your changes here. I love this kind of cooperation on techbuilding.

Here is my first all in one, but only one rotor desing of a working copter:

RocketCopterV3
RocketCopterV3.png
It is a bit bulky, but an awesome tech. I feel that it comes down to mainly balancing the weights.
I might build another Copter with more elaborate steering and some more weapons if I find time today.
 
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Masakari

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#68
Hey @Chrii_the_Vieh

Here's the modified Manta. Replaced the armored half blocks with armored corner blocks where the motor drops in. Swapped out the HE 2 block ramps with the HE single block ramps on the top part next to the corner blocks. Added venture brackets in the little pocket behind the cabs. Other than that nothing else was changed. Not sure where some batteries would go or the radar on the motor. I thought some radars could go on the HE single brackets that hold the motor in but it don't like that.

MantaCopterV7_1
MantaCopterV7_1.png

Thanks for giving me the go-ahead to post this. Again still a great heli design.
 

Chrii_the_Vieh

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#70
I tryed your changes @Masakari and have to say, that I like them a lot.
The build is much more stable now.
I think I might redesign the copter once more, to arm it a bit more.
At the moment I prefer the RocketAirStrikeV2.
It is so much more easy to have just one tech... but multi-techs rule!
 
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Masakari

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#71
I tryed your changes @Masakari and have to say, that I like them a lot.
The build is much more stable now.
I think I might redesign the copter once more, to arm it a bit more.
At the moment I prefer the RocketAirStrikeV2.
It is so much more easy to have just one tech... but multi-techs rule!
Glad you like the changes. After dealing with multi-techs for a while now I've learned some nice little tricks like that. Still learning about them as I go and seeing others now trying their hand at it (like you) will bring new ideas and techniques to the table.

Yea single grids are easier by far, but I like how multi-techs (I agree multi-techs rule) add new functionality (like multiple targeting weapons platforms/systems). If the turrets on a single grid would only target what they can see (not being blocked by the tech its built on. I know this is to allow you to keep track/attacks on an enemy but sometimes I feel like those side guns are useless as I don't expose my flanks too often to my main target) and allow you to deal with multiple techs at once (like at bases as they like/try to surround you making those side and rear facing guns useless), would make multi-techs a bit less cool as it would remove a big feature and draw (to me at least other than the challenge to see what I can make) to them. If it just wasn't so....wonky (I guess is the word) and unstable making them nothing really but a tech (pun intended) demo of what can be done.

Maybe TT2 years from now (if this happens) will allow this type of system to be more viable. Or the devs could surprise us by figuring out how to implement this.....or modders once that comes out (like the rudimentary key-binds mod that came out a couple days ago). Speaking of, wonder when that will happen (key-binds)....
 

HappyApathy

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#72
I downloaded your DogfighterV2 and gave it a try (I try out a lot of other people's flyers) and to be honest the thing has a lot of flaws, if it were to be taken into something like the devstream multiplayer combat and pitted against the other PvP type planes that people have been submitting your tech would likely end up been cannon fodder. When I test plane designs one thing I do is fly it around the missile turret to see how well it dodges and/or handles taking hits, the DogfighterV2 does neither very well.

By far the biggest flaw is the placement of the cab at the rear, if you were to imagine an enemy firing missiles at you from behind and they were to reach your tech the very first thing they would hit would be the tail of your plane, because you have your cab all the way at the back it is sitting in the spot most likely to be hit be a missile, in testing your tech had a nasty tendency to get shot down in one hit by a missile hitting the cab.

Secondly the DogfighterV2 is too slow to outpace missiles and too sluggish to reliably dodge them, it's average speed is about 130 mph and it has a fairly large turning radius, in testing it regularly ate missiles fired from the AI turret (my favourite fighter design right now goes at about 180 mph and has a much tighter turning radius).

Its weapon setup is also unbalanced with far too many cruise missiles (the miniguns are useless, as are all other machine guns in the game currently for air combat), you only really need one or two to hit to cripple an enemy flier. Cruise missiles are also meant for long range attacks, it would be better to exchange some of them for seeker missiles for close combat which the DogfighterV2 is poorly equipped for.

If you don't mind I took it upon myself to fix the design, what began off as a few tweaks turned into a complete overhaul of the fighter. The end result is a fighter that is slightly faster and more maneuverable, enough so that it has a decent chance of avoiding missiles, however its main focus is durability and firepower due to the larger size of the aircraft (a smaller aircraft would be better suited towards maneuverability, and possibly speed), in testing the latest iteration is often able to absorb a barrage of missiles and keep flying. Besides moving the cab to a more secure position I added in a bracket frame designed to distract and absorb missile attacks, added rear facing missiles to deter pursuers (as a larger aircraft it will probably need them) and balanced out its weapon load out for long and short range combat.

Here are a few iterations of the design:

DogFighterV3

DogFighterV3.png

DogFighterV5

DogFighterV5.png

DogFighterV9

DogFighterV9.png
 
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Chrii_the_Vieh

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#73
Thanks for the critics @HappyApathy, even if it is a little harsh and not on point.

The plane was neither designed to go for other sturdy builds, nor to take more than one hit.
I had a plane in mind which goes up against the same plane.
Short'n sweet combats, where the pilot wins which gets in the first shot.

I do agree thought, that your changes seem very good for the plans you got in mind for my design.

The exchange of the minigun to more rockets for close combat will be done.
I hoped to have some devs recognise how weak this weapon is atm and that it needs tweaking a lot to make it usefull.

Now I am going to take your versions for a spin in R&D to see if I find any flaws... ;) :p ;)
 

Chrii_the_Vieh

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#74
Have been watching DerNiepe streaming TT today and was allowed to change his moneymaking base design a bit...
This is what we came up with:

DerNiepeQuadBaseV1

DerNiepeQuadBaseV1.png
Should be able to make money like crazy...

May the Zestiness be with you!
 
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Chrii_the_Vieh

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#75
First design for the Sentry-challenge is designated to go to pizza9798:

PizzaTurretV1.png
Low grade weapons, which are easy to obtain in campaign mode. let me know what you think about this Pizza
 
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Chrii_the_Vieh

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#77
I refined the design of the scrapper-base and made it 100% efficient and cheap:

BigBlockBugScrapV4
BigBlockBugScrapV4.png
12 fully working lines of scrapping for less then 167k BB.

Don't forget to add a crane to the middle:

CenterCraneV1
CenterCraneV1.png
Or similar...

I also made huge ship for venture:

VenFlagshipV5
VenFlagshipV5.png
I' working on a flying version of this bad boy.
 

Chrii_the_Vieh

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#78
Then I started talking and playing with some great german TT-streamers.
@SirOrmold built a fun little tech in one of those streams, which I changed a bit to get this awesome fellow:

ElCarambaV7

ElCarambaV7.png
This little friend of mine is fast, furious and can jump huge distances with ease.

After playing around with him and some friends in R&D I got a nice idea: A jump contest!

I built a starting area:
JumpStartV2.png
Load it and place it on the spawnpoint in R&D (with the icon down left).

Then I built a target:
JumpZielScheibeV4.png
This one is placed at the grey cross between Dynamite and the last target in R&D.

to be continued...
 
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Chrii_the_Vieh

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#79
... I made a Wall-Sign to jump over:
TrumpJumpWallV1.png
I think it looks brilliant, thanks to @reaperx1 letters, which I used for the text.

I set one up in the middle and added two more after some trials.
I also added some lasers, an AI and set follow for the effects:
JumpTrumpWallV1.png

Then I started jumping:
JumpTheWall1.png
Prepare for take-off ElCaramba.
 
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