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You dont need auto turrets if you:
*Build the modules as stations and found them,
*Switch the game settings to freeplay after building it
*disable docking restrictions
You will need a tug to slot it, but then you can put them on autopilot and will stay that way between jumps
If you do do it as a station, https://steamcommunity.com/sharedfiles/filedetails/?id=3351084504 this mod will let you reengage them as stations while docked, that means you can carry useful items with you, like I did an equipment, repair, shipyard, and resource (as the cargo module in back)
So you can fully refit on the fly, and I keep 4 wings of salvagers in the back so you can live salvage and reprocess everything.
The repair dock harmonizes well with the xsotan wormhole device if you set it as your home reconstruction site, you can basically call in your own reinforcements from anywhere
M.A.R.S. is a unique project that turned out to be useless. Because the turrets on the module ships only work in creative mode. If you dock a module ship with turrets to the mothership on the server, their number of turret slots will become common. Therefore, this entire project is pointless. Using fighters also makes little sense, because many servers have a limit on the number of fighters in a sector.
i just recently got the game and imediately thought about the modular designs, thus find this pretty soon. heard a lot about the turrets must not be "inside" the motherships hitbox, which didnt make any sense, but having them under the shield of it surely does.
problem is how bit/small do the modules have to/can be so the shield dosnt fall in the "gap" of the motherships hull where the modules will be? stuff like that =).
Still looking forward to having enough trinium to build ot lol
Unfortunately, modular ships like this one are not widely utilized, so there are little to no mods for the features around it.
Also, DaLLaN, your description still says 55 instead of 65. =P
I need one.
Also, 15+12+12+12+14=65, not 55. You're underselling yourself here, sir.
All that said, the 15-slot mothership (after rescaling as per the previous paragraph) with the cargo 14-slot ship docked has been more than enough firepower and tank for me to solo pirate sectors and handle full xsotan spawns. Haven't tangled with the guardian yet.
1) The Mother Ship is bigger than the maximum 15-slot size, so when you first build it, it is scaled down to the 15-slot max. I then had to install one of those modules that give you more processing capacity, which then allowed me to re-load the ship design to its full size. Not really an issue, but something that you may want to highlight in your description.
2) As soon as I docked the CGM to the Mother Ship, I was immediately told I didn't have enough turret slots. It appears that the turret slots/modules of docked ships do not count, and all turrets on all ships that are docked to the Mother Ship must have enough slots in the Mother Ship. Are you seeing differently? A quick search suggests that this was changed way back in version 1.3, but this is a very recent design so I'm wondering if you have something different that you're seeing. Without this working there isn't much point for the docked ships.
Did you use a stacking mod or something to get the block density in the internal sections of the ship? (Like directional thrusters, gyros, engines, etc.)