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Battlecruiser Gungnir #2737
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Battlecruiser Gungnir #2737
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What exactly is going on in the |
ill clean that up here in a bit, i accidentally left in the testing configuration changes, please disregard, as those changes were based on a config file that is now highly out of date. This has mostly been PRed so that the map can be reviewed more easily and potentially added to the lineup. |
I hope it turned to Atlas 1.5. |
Nope. The ship is designed as a heavy, gun-focused cruiser with similar population requirements to the Tycoon. I'd adjust speed if I could, but its not properly possible to my knowledge without rebuilding several other critical features. This map is intended to replace the aging Gladius in the normal rotation, though the Gladius will still be spawnable. The config here is a default one and will be changed by server ops to suit its function. Its design lends itself to continued operation under SScrit conditions and remaining functional. Triple-redundant power and atmospherics. Important components buried deep within the hull away from center-line. Medbay clinic located primarily in the center of the ship with two main entrances. Also with as heavily armored as this ship is, even if I could, I would not be making this ship too much faster than the Tycoon, for balancing reasons. |
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Missed it during the initial backup-copy
It probably works
Shuttlecode might actually fucking work
Final Before PR
I found 2 braincells to try to fix
Dear gods, someone taught me to do a thing
I would have had muni complaining about a breach at sub-20 minutes.
Makes it votable so a certain host can select and break it. Yes, I submitted a commit for a one line change. No, I don't know what I'm doing.
i dont like red on my PR it makes it harder to poke the cube
Fixed: muni belts, added AI and supply viewscreens, doubled atmos vents to muni, tripled the initial capacity of the Plasma, N2 and O2 tanks, fixed the existence of prototype cannisters and last but not least, take goddamned 52 on making the supply shuttle work.
Miscellaneous other crap. I also just now figured out that you can pin attributes to make it easier to track.
Holy shit, after almost a year, only 15 total straight mapping errors
Now in compliance with the mapping standard I added today.
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how did this get by every other fucking test? That, or i might be stupid
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Here are some things I've seen looking over this ship so far:
- Missing fire extinguisher wall cabinets pretty much everywhere.
- Ditto for requests consoles.
- Ditto for fax machines.
- Security is missing several fire alarms, APCs, and air alarms in areas. They also have two APCs for the hallway.
- We have department doors in part to make it clear where you are. Entrances to the bridge and engineering should use their own dept. doors, at least. Public areas like the center one could also just use public glass doors, and the tool closet can use glass engineering ones.
- The DC storage locker next to science should probably be part of the hallway area, if not its own. You may also want to install buttons to open these next to the actual shutters, but that's your choice.
- The area of robotics extends pretty far out of the actual room. I'm not sure if this is intentional. It also seems like those chairs face the wrong way.
- Please avoid putting wires and atmos pipes below morgue slabs, they can be annoying to work with in that regard.
- Can you explain the "bar delivery" atmos holofan in cloning?
- Please include some crates in the gauss room to carry shells around.
- Please include more actual doors in the hallways. You can place them in spots with firedoors like others often do, but their main purpose is to stop flying projectiles from hitting people on the other side of the hallway.
- The AI core SMES should not be orthogonally aligned with the core itself. You can move it and then also install the blackbox in the core.
- The AI core wiring is not fully connected, and the APC and SMES wires seem to be a multiz one instead of a wire node.
- The church has two fire alarms.
- Airlocks need to have the area fully surround the airlock (also diagonally) to function properly. Several airlocks on deck 1 currently violate this.
- Please put the bend in the pipe for the nucleium tank under the console instead of the glass. It's usually better to have a layer manifold for in/outputs under the glass and make the pipes move outside of it, to avoid having to do more work during repairs.
- You may want to put the area of the incinerator over the external camera, so it can be labeled as "atmospherics engine camera" instead of just "space camera"
- The kitchen and hydroponics are lacking air alarms
- The briefing room APC is under a status screen (which will be a common sight if those doors are opened)
- You probably want to put some radsuit lockers in the bridge, though it's not required.
- The kitchen is missing a food processor.
- You may want to move the hydroponics data manipulator and SOP book onto a table, and give them a beaker to use in their chem machine.
- Dorms and the janitor closet have no air alarms or APC.
- The service techfab room should have
- The munitions lounge area is weirdly split in two, and the munitions access corridor has no APC
- The MaA office has no fire alarm or firedoors (the ones it does have face the wrong way)
- Some entrance doors into maintenance lack firedoors. I've specifically seen it on deck 1 in the southern ones.
- Several doors in the south of deck 1 are also missing access, notably in engineering and service. The doors into RnD are also unset, and several maintenance doors only have maintenance access or nothing as a requirement, throughout the entire ship.
- The markings you've created with floor overlays will not show up when put on nanolaminate hull plating (referring to the hangar). You can move the plating to expose the decals or just remove them.
- Speaking of hull plating, it's generally standard to put reinforced floors below them, to avoid creating hard to repair breaches.
- There is a lamp on the door of the engineering lathe room.
Since the following is only design commentary I've put it at the end, and don't see it as a requirement:
I see you've used "ameridiner" floor tiles in cargo. I recommend you use one of our durasteel tile types, since you can't replace those ameridiner tiles with the original ones after they've been broken.
In general, it seems like you have a lot of extra space. This is a design choice, but it does make some rooms feel a bit more empty. Some examples are the top deck of munitions, which has some hallways that are mostly just taking up space so you can access other rooms, and northern science, which seems to have most important components on reinforced floors, and then just empty space on the rest. You can add more fluff like plant pots, tables and other stuff to these, but making them smaller (and maybe adding a bit more maintenance towards the middle of the ship) could do some good, in my opinion. It might also help to use that space to make single-tile wide maintenance hallways a bit more interesting. In the end there's nothing wrong with just cutting a row or column of tiles from such a huge ship, except that it makes walking to places a bit faster. :P
I'm also unsure about the choice to make such long conveyor belts, it might make the work in munitions and cargo more tedious, because to restock ammo storages they will have to walk all the way into the magazine.
P.S. If you want me to, I'm happy to sprite some more departmental door variants and send them over to your branch, so you can install them here too.
About The Pull Request
This will add the large scale, gun-focused cruiser Gungnir to our rotation.
Why It's Good For The Game
Created to be a gun focused counterpart to the Tycoon (when I finish reworking it back into a pure/nearly pure carrier) this ship has some fighters, but is primarily focused on guns, with an expansive munitions bay.
Testing Photographs and Procedure
Screenshots&Videos
Changelog
🆑
add: NSV Gungnir
add: Armor Destruction Grenade preset
/:cl: