Galactic limit hold12/18/2023 Getting blueprints off the workshop is fine BUT you really have to know what to look for to have an inkling of whether it will perform or not with regards to cargo capacity versus thrust to weight. This is the EXACT approach I take when designing my own vessels in creative mode and is exactly what I caution new or inexperienced players about. This was forseen and designed around as far as I can tell, so at least you'd be using game systems as intended. but better than 400 trips back and forth. the game has systems to let you build things like this without having to carry concrete blocks in your pocket. So there are some game "magic" things you will probably need to deal with, but with M/V/CPU on, things "feel" more plausible, less silly, less magic. It's another thing to try to design an end-game vehicle for the most stressful conditions you can think of! I have not taken that challenge on yet. My recent designs won't work on 4G planets, but again, that wasn't the goal. Also, I tested on the starter system with normal gravity. But copper ore is one of the most common things in the game! Very likely to want to have a cargo hold full of it. But it's also an end-game item and I don't know how likely it is for anyone to have large numbers of them. But I think something like the large optronic matrices (whatever those are called) are really dense, so that's like an ultimate stress test. Copper ore is surprisingly dense, so that's been my benchmark. So in survival mode M/V "testing", I filled up the cargo hold on my test ship with something to weigh it down and understand its performance under those conditions. But when you're done, you know how that vehicle will perform when you spawn it "for real".ĭifferent items have different densities. That will result in valuable experience and some further tweaks and changes. So I also started a survival game purely for testing and spawned things into it (using some console commands to make it easy) and tested there. But I found creative mode doesn't simulate M/V effects. I've been building on the planet (instead of space), so it's also useful to be able to control time so you don't have to deal with day/night cycles (you can always see what you're doing!) That means you can focus purely on the creation. I spent some time designing in creative so I'd have the freedom to spend time without worrying about starving, freezing, etc and could have whatever parts I wanted without having to wait for them to be created in a constructor. Do you want a turret on there for some defense? Big CPU requirements there that means you trade off carrying capacity. More advanced stuff also means increasing the minimum level requirement. If you add CPU extenders, you won't be able to use it as easily early-game due to material requirements to build it. Need to maximize cargo capacity on your hauler, but those big thrusters required to move it use a lot of CPU, so what do you do? Maybe need to be happy with less carrying capacity. Takes some thought and weighing design trade-offs. If you're an engineer and want to minimize the magic, M/V and CPU enabled seems like it might be up your alley then. And braindead approaches like bolting on 100 small ones won't work either due to CPU limitations. Gotta use strong enough thrusters to carry the load a few silly small ones won't work. Designing a "hauler" HV/SV actually makes sense now since you can't just toss huge amounts of stuff into a little cargo box. I'm playing with M/V and CPU points enabled at the moment.
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