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Black Flag Airships (Fleet BP dump)- New! Renegade-Class Super Cruiser!

Pretty nice aircraft. I really like the BC and corvette. Good smol aerbote
(2017-04-20, 06:54 PM)Hikari Wrote: I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

2000mm HE Dakka Enthusiast
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“You will run out of ship before we run out of bullets.”
A force as voracious as time itself.
A void as cryptic as reality itself.
An enigma as vexing as life itself.
[Image: HjaVgvK.jpg]
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Welp I'm back from the dead with a fair bit of stuff stockpiled either completed or near completion with a ton more empty husks on the side. Only one BP for today, but there'll be more just spread out more between posts. Todays aeroboto is yet another Battlecruiser... Man it's so much easier to build em big, well till my framerate starts slowing in the least.
Uses After Cataclysm Core and Railings, as per usual with the vast majority of my designs. Without further adieu, here it is~!

Rebellion-Class Battlecruiser
[Image: 7EA6B80EF8AC62A341DE5D93236C600335A6212F]
[Image: E21EEB0A2B9D74567C5056747B6F69CC537B7CFF]
[Image: 7E28E68857D3F6CDCCAD68204347AA115A6D93F7]
[Image: A82CCA0CE592183243C3710BD6A4BBF11B77E2F4]
[Image: 993D9EEEC01B6453F8EA15BF65F025D51BE60548]

Overview:

Classification: Battlecruiser

Role:
- Capital Ship
- "Budget-Cruiser"
- Fleet Fire Support

Dimensions:
Length: 226m
Width: 43m
Height: 39m
Block Count: 18101
Material Cost: 305693

Powerplant:
- 2 engines producing 38705 engine power total.
Top Speed: ~36m/s
Combat altitude: Altitude bobs around 100m above sea/terrain level
Fuel Capacity: 318000
Material Storage: 10000
Ammunition Storage: 17000
+ Supplemented by a lot of ammo processors.

Firepower:
- 18 357mm guns in triple turrets (6x3)
+Ammunition: HESH with a range of 5177m
- 4 165mm guns in a quad turret (1x4)
+Ammunition: HESH with a range of 1929m
- 34 165mm guns in dual turrets (17x2)
+Ammunition: HESH with a range of 1833m
- 12 114mm guns in single turrets (12x1)
+Ammunition: HESH with a range of 1800m
- 42 4" guns in single mounts (42x1)
+Ammunition: AP with a range of ~1600m
- 8 triple aerotorpedo racks
+ Firing Radar guided frag missiles

General characteristics:
- I'm a one trip pony on this first point.
+Means it's a broadside vessel
- Lots of chunkier ROF dakka
- 357s hurt quite a bit
- Combat range is around 1.5-1.7km (1500m-1700m)
- Turning ability is decent
- Apparently I was playing on a different world setting, so my speeds are back up to 35m/s+
+ This one goes around 36m/s
- Armor is 3m thick for the majority of the belt up until the far most bow and stern.
- However it has no internal spaced alloy armor for HEAT/HESH discounting the 1m metal gun magazines.
- Also has a semi functional mast for FoW

Hali Notes:
Not much to really say about this thing, really. It uses 165mm guns instead of the 183mm variety for lore/style reasons and has no intrinsic spaced armor for the same reasoning as well. Still comes in at a relatively meaty cost of 305k res but it's cheaper than most of my other capital aerobotos (Bar the Maniacal and Archenemy).
I'm quite fond of it's shaping, the super and ventral structures turned out way better than I expected when the paint went down. The "radar" mast area in general is something I quite liked. Enough that you'll probably see design aspects of it replicated on later designs.

Lore:
I'm just gonna come out and say it, the Rebellion-class Battlecruisers are unassuming and relatively uninteresting. It launched earlier than the Tyrannical-class Battlecruisers but due to the hubbub and overblown interest in the latter, it went by without really garnering any attention in the Admiralty crowd. However when it became evident that the Tyrannical was oversold and didn't live up to it's press, interests shifted to the Rebellion-class.
You see, there's really about three lines of thought and development of "battlecruiser" production in the BFA. There's the Super Cruiser, a classification that's now synonymous with the BFA, essentially upscaled cruisers that prioritize detection, support and speed for general utility. Then there's the classical Battlecruiser, having the proportions of a Battleship with the guns to boot but sacrificing out the armor for speed. They generally cruise out in their own strike forces finishing off retreating forces and things that really can't fight back against their ordinance. Lastly, there's the budget cruiser. The Budget cruiser is what happens when productions are focused on the umpteenth Villainous-Class battleship or whatever else and they need a fleet to fill in for their fledgling darling.
The description is literally in the name, they are designed, built and maintained off a small restricted budget but are expected to in the least have the firepower of a battleship with speed approaching the BCs or Super Cruisers. That's why the Rebellion is interesting as a Budget Cruiser, it's actually a pretty good design. Not a glaring target like the Maniacal, but actually has the firepower to be a threat in a fleet unlike the Adversary. And on top of that it's not too bad in the cost department. It uses the excessive surplus of 165mm guns that are stockpiled everywhere and it has quite a lot of them, making the broadside a chunky, but formidable alpha strike. The main guns are from the mounting orders for 357mm rifles for the as of yet still grounded Caliburn-II and newly started Caliburn-I modernization program. And it's just what the brass disgruntly needed in the wake of the Tyrannical bandwagon crashing. It doesn't have the illustrious service record of the big old dogs in the BFA, but it's a design that's probably going to last alongside them in longevity. Maybe long enough to prove itself beyond it's niche fanclub-crews and officer staff.
~Le Shark

BP:
.blueprint   Rebellion-Class Battlecruiser.blueprint (Size: 878.8 KB / Downloads: 16)
^ *Has a serious problem when it comes to building.... Can never bother to change out of the wood building blocks*
Also loves making things fly..... Even if they really shouldn`t.
Makes the dirtiest, grimiest, Cringeworthy ship related puns ever.
[Image: aq47WXu.png]
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Nice ship! Could I suggest colouring the wood a richer colour? The deck looks a bit plain.
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Welp, I'm back with more stuff from my stockpile and backlog. So in this post I got one new boto and the first vehicle of it's type in the BFA collection.
*As per usual muh stuffs rely on After Cataclysm core and railings.

Blunderbuss-Class Light Cruiser
[Image: AECF7CE89119C1233B72AD546DD752FA7A94845B]
[Image: DEDB94EF271C053639F270FDA6996D005E7F6A7C]
[Image: 14D3C6091954F74C3A97CD8F1209B6725B012BAE]
[Image: 1B95C7E73737E2AC7BB1970CE1AB112C8C85FD34]
[Image: 1FED6C889F3F5A1619732CD46B7C987F11846B85]

Overview:

Classification: Light Cruiser

Role:
- Fleet Escort
- AA-platform
- Patrol Ship
- DD Hunter

Dimensions:
Length: 151m
Width: 29m
Height: 31m
Block Count: 8860
Material Cost: 157679

Powerplant:
- 2 engines producing 31595 engine power total.
Top Speed: ~40m/s
Combat altitude: Altitude bobs around 80m above sea/terrain level
Fuel Capacity: 169000
Material Storage: 7000
Ammunition Storage: 10200
+ Supplemented by a lot of ammo processors.

Firepower:
- Twenty Four 114mm Guns in dual turrets (12x2)
+Ammunition: HESH with a range of 1800m
- Eight 114mm guns in single turrets (8x1)
+Ammunition: HESH with a range of 1800m
- Twenty 4" Deck guns in single mounts (20x1)
+Ammunition: APCR with a range of ~1600m
- Sixteen 47mm deck guns on single mounts (16x1)
+Ammunition: HE
- 5 triple aerotorpedo racks (5x3)
+ Firing Radar guided frag missiles

General characteristics:
- You know the drill on this point
- Lots of smol rapid fire dakka
- I would call it a CLAA vehicle but the main guns lack any DP nature
- 2m armor along the belt with a 1m casement above it. Deck is only wood as per usual but the dediblade bawx has a metal roof to protect from plunging fire.
- Pretty agile.

Hali Notes:
I wanted to emulate the small gun cruisers and CLAAs of WW2 with this one. It features more of a Atlanta turret styling though it originally was a Juno-esq placement. Superstructure is my usual just wing it style. All in all I'm merely satisfied with the result, it's okay looking and performance-wise it at least hits harder than the Cutlass-III. Just watch out for chain reactions. It's fundamentally the same role as the latter as well so I chose the name "Blunderbuss" to fit not the priors name but also BFA naming convention. Pretty apt description of what it does.

Lore:
Design specification called for an upgunned Cutlass-III, new platform or otherwise. what arose was this cute-thing called the Blunderbuss. It's name means a way of doing something lacking precision or subtlety, ripped straight from the dictionary we are all required to carry to the naming board meets. Though the primary origin of the word is a much more apt description.
This things a literal shotgun, wouldn't call it a Mini Rival but boy is that a lot of ordinance down range. The admiralty were still a little bit jimmied about the Tyrannicals malfunct AA so the designers of this slapped on some 47mm deck guns and called it a day. Doesn't really cut it against dedicated Anti-Airship attack aircraft but it's enough to scare squadrons flying around at low altitude. The dual 114mm mounts as you may have seen as secondaries on other vessels also boasts a more advance and complex autoloading mechanism to ease reloading. Means it shreds DDs and the like with ease. Pretty much does good against anything lacking armor but there's simply not enough oomph on the 114mm HESH shell to damage equivocal or larger vessels. Will leave their ears ringing continuously for a long time though.
You throw that stereotypically edgy BFA name and decent performance and you got a nice consolation to soothe the lingering burn from a rave laser. Kinda like ice cream after a bad date. Survivability is the only issue, chain detonation is the name of the BFA game and it along with complexity are what's holding it back from fully replacing the Cutlass-III in the contested patrol fleet and DD hunting role.
Le Shark~

BP:
.blueprint   Blunderbuss-Class Light Cruiser.blueprint (Size: 460.89 KB / Downloads: 9)

ATAG-1b "Sneaker"
[Image: D3F3CB2D44C4F181E46487B7DDA3DDC5AA2860D6]

Overview:

Classification: Anti-Tank, Anti-Gravity

Role:
- BFA Landing and Defense force TD
- Infantry Carrier

Dimensions:
Length: 14m
Width: 9m
Height: 7m
Block Count: 184
Material Cost: 4226

Powerplant:
-1 fuel engine producing 200 power
Top Speed: ~30m/s
Combat altitude: Altitude bobs around 10m above sea/terrain level
Fuel Capacity: 6000
Material Storage: 2000
Ammunition Storage: 700
+ Supplemented by ammo processors.

Firepower:
- One 103mm AT Gun mounted on a 60 degree pivot
+Ammunition: APCR with a range of 1225m

General characteristics:
- wait wut, IT'S A JOUSTING VESSEL?!
- Cheeaaap
- Utterly meager firepower
- Really unstable
+ If it tilts a slight bit, it develops a turning bias to that side (Only outside combat)
+ Does not fair well on rough terrain
+ If spawned too high, the lift can't save it from hitting the floor
- Since it's pretty much a flier it works on water
- Turns well enough
- Fights in the sub-1km area
- No Player control apart from shooting the gun.

Hali Notes:
Meant to be a looker, not a worker. It can potentially work as a swarm vessel, but any amounts of decent firepower will knock them out instantly. It's also incredibly unsafe for the driver! Yes, that bulge off the front is where you, the driver, sits if you want to pilot it.... Though it's only aesthetic, there's no actual player control for it.
The look is based mildly off of the Kettle from Brigador.... Really all of my future Anti-grav stuff will be based off of Brigador vehicles.
This isn't actually the first one I've built, but lore wise it is and it's aesthetic matches that. It's got a few variants that I'll release at a later date, though none too special.

Lore:
The BFA does not do ground forces. If Infantry is used they are deployed from landing airships and they are sent in small specialized units akin to mechanized infantry. However things are looking to change with this little revelation.
Someone in the design bureau had the genius idea to take the Agrav-drive directional stabilizer from a destroyer and slap it to the back-half of a pick truck... And it wasn't me who came up with it, a darn shame. The result is a cylindrical container with an Agrav-drive in it powered by a motorboat engine topped off with the part of a pickup that counts. If that's not a weird but functional technical I dunno what is. Throw a 103mm gun on top and you have the BFAs fledgling Anti-gravity ground force project in it's making.
Incredibly unstable, cobbled together and full of mechanical issues, it's a bit problematic but the brass once again was enamored with new prospects. This time a specialized group of mechanized infantry that doesn't touch the ground. Called the sneaker due to it's profile, it's anything but that. Especially with infantry hanging on the back trying not get thrown off screaming the whole trip. Makes for quite the effective psy-op weapon though... Unless the guys get off and start hurling.
Le Shark~

BP:
.blueprint   ATAG-1b Sneaker.blueprint (Size: 60.51 KB / Downloads: 7)
^ *Has a serious problem when it comes to building.... Can never bother to change out of the wood building blocks*
Also loves making things fly..... Even if they really shouldn`t.
Makes the dirtiest, grimiest, Cringeworthy ship related puns ever.
[Image: aq47WXu.png]
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the Atag sneaker is soo cute … ooooh.
must … resist …

*succumbs
Imperium Age of Sail Campaign Custom Campaign Dev Idea

Check it out here!

- The Best Cello Concerto of all time - No, It's not Elgar's
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Welp time for that follow up post! 1 budget cruiser and two of the four follow up versions to the ATAG-1b Sneaker.
*As per usual everything here uses the After Cataclysm stuffs.

Revolution-Class Battlecruiser
[Image: 69730ECAA864EEA5577AF4DE471AEEF3CC2B0E18]
[Image: B946165EDFC139AD941392C3DFAA005DB045AA5A]
[Image: 838FE6CE2ACBE184EF9E652DAB62B24DCE7353D2]
[Image: D6A5641B7F2376A182731A881B360265554C7AE4]
[Image: DF1DE8734518962A32772F928021D7CDD31A0B85]

Overview:

Classification: Battlecruiser

Role:
- Budget Cruiser
- Fleet Fire Support
- Fleet Filler

Dimensions:
Length: 186m
Width: 41m
Height: 40m
Block Count: 13860
Material Cost: 245564

Powerplant:
- 3 engines producing ~45000 engine power total (Less in combat)
Top Speed: ~40m/s
Combat altitude: Altitude bobs around ~100m above sea/terrain level
Fuel Capacity: 384000
Material Storage: 9000
Ammunition Storage: 12700
+ Supplemented by a lot of ammo processors.

Firepower:
- Twelve 357mm guns in dual turrets (6x2)
+Ammunition: HESH with a range of 5449m
- Sixteen 165mm guns in single turrets (16x1)
+Ammunition: HESH with a range of 1833m
- Eight 114mm guns in single turrets (8x1)
+Ammunition: HESH with a range of 1800m
- Twenty Three 4" deck guns (23x1)
+Ammunition: APCR with a range of ~1600m
- Four Triple Aero torpedo racks (4x3)
+Firing Radar Guided frag missiles.

General characteristics:
-Brotzeits ahoy
-Proficient firepower
+Although the main battery can be annoyingly inaccurate at times.
-Armor is thin at only 2m max with no spacing between except for the turret magazines.
- Engines have a tendency to overheat hence the third engine
- This coupled with the lack of armor means penetrating hits will cripple the Revolutions ability to stay aloft and mobile.
- A simply "ok" turning ability and top speed
- Won't hurt the material stores and funds too much though

Hali Notes:
I actually aimed to make a mediocre ship with this one and boy did it actually surpass that expectation. The first version packed only 2 engines and they overheated like no tomorrow causing immensely long engine failures. Adding a third engine remedied the problem, just don't get hit by big salvos but then the exhausts for the first two engines stopped emitting exhaust.
So, yeah, I got what I wanted and then some in the end. I held back on the secondaries on this one as much as it pained me to give it that cheap and minimal appearance and it turned out pretty well. As per the lore, all it's supposed to do is carry big guns from capital ship engagement to capital ship engagement and nothing more.

Lore:
The Rebellion was based off of an older design, the Revolution, and boy is it a piece of work. It fits the budget cruiser fundamentality to a T; the Revolution-class vessels are made to simply carry battleship caliber guns to engagements to bulk up the offensive power of BFA privateering fleets. As such everything else is secondary...
But this takes that further. Armor, secondary weaponry, consistently functioning machinery and crew amenities were all cost cut to make this thing as cheap as possible but still capable of fielding 12 357mm cannons in dual mounts. This extreme min-maxing approach lead to a lot of problems, most of which still haven't been fixed. During designing the lead ship, which took less than 5 months mind you, the mechanics on board during power tests noted that the engines overheated immediately not only causing failures to all the powered machinery but also turning the engine rooms into saunas. A third engine was added but the compartment and space shifting required to fit it busted something in the first two engines exhaust systems...
To minimize weight to allow for a lower strength MPFC, the armor profile took big hits. So much that a lot normal cruisers have comparable armor to it. You add all those problems up and you have a match that is just waiting to be struck. Revolution-class vessels amount for a large majority of BFA losses and tonnage lost. The service life even if it doesn't get sunk is barely over 5 years, but that's only if the ship manages to survive the less-than-a-year life expectancy. When people talk about the BFA matchstick, they are talking about this thing. If it takes a hit from even a cruiser armament the amount of things that can go wrong is appalling. Any hit that penetrates the belt has a chance to damage the engines and when that happens the equilibrium that was barely maintained before goes critical and if not addressed immediately will lead to it plummeting out of the sky. That's not assuming that it goes up in a ball of flames if the ammunition, fuel and exhaust vapors get ignited.
As such the Admiralty keep crewing amounts short for the Revolution Battlecruisers to mitigate crew causualities. Captaining one is often seen as an alternative to a formal court-martialing, even though you don't have to go down with the ship. However this also means that the small crew available isn't often abled to save their wings from it's demise. In a measure to address this shortcoming, recruits are trained in basic survival abilities in the event of a (assured) crash landing. While that helps if you're engaged out at the open seas, good luck when only the hard ground is below to stop your rapid descent. Even though they are a blight to my eyes, the admiralty continues to field them to fill the privateering fleets. They push out more of these than they can get sunk, with certain shipyards so familiar with the design that they pump them out like clockwork. Heck the bureau sends in salvage crews after a Revolutions demise to reuse the 357mm batteries for later vessels since that's actually the most difficult to develop part of the entire ship.
The one good thing for the poor saps who crew this or the Maniacal-class is that if you survive the 5 year tour of death you're pretty much guaranteed a promotion. Not really worth it though in my opinion.
~Le Shark
BP:
.blueprint   Revolution-Class Battlecruiser.blueprint (Size: 673.63 KB / Downloads: 2)


LATAG-10u "Runner"
[Image: 515B6143876C45E41C404843517774BE79067F1D]
[Image: C610FC6E23A11A48029D9642B4BB235BB69D18B9]

Overview:

Classification: Light Armored Tank, Anti-Gravity

Role:
- Recon
- Infantry Support

Dimensions:
Length: 14m
Width: 9m
Height: 7m
Block Count: 200
Material Cost: 4188

Powerplant:
- 1 engines producing 200 engine power total.
Top Speed: ~29m/s
Combat altitude: Altitude bobs around 10m above sea/terrain level
Fuel Capacity: 6000
Material Storage: 2000
Ammunition Storage: 700
+ Supplemented by ammo processors.

Firepower:
- One 120mm gun turret
+Ammunition: APCR with an effective range of 1447m
Infantry support carrier version:
- One 47mm gun turret
+Ammunition: Sabot with an effective range of 888m

General characteristics:
- I can't exactly describe this things attack maneuvers... It goes in a circle toward and away from it's target? (The Runner in the least)
- Gun does, like, no damage. And it's also the reason it flies like it does in combat
- Small and mobile though
- Supah Cheep

Hali Notes:
The tank version of the ATAG-1b Sneaker. For all intents and purposes, lore and other wise, the 165mm mount was chopped off and a turret slapped together which was then slapped onto the hull.
I stylized the turret after the offset gun turrets of post WWII tanks. And I actually quite like the look of it.
The MPC version is just a looker, nothing more. The gun does utterly no damage.
Lore:
The one problem with the Sneaker in combat terms is that it's gun had a fixed firing arc to the front. So some of the crews came up with a genius idea to chop it off and slap a turret on it. However there's problems with that mechanical feat. One the fighting compartment had to be moved from the spacious outside deck to inside over the hot and not-so-well-ventilated interior. Plus due to a lack of proper machinery, the gun had to be mounted off of the center axis causing recoil and balance issues.
The gun it packs is a proprietary design by the soldiers who used it, firing out an APCR shell instead of the BFA standard HESH or HP shells. Despite the logistical issues, the turret has added much needed flexibility to the Sneaker chassis and the cleared space in the back allows for some more infantry to hop on for the ride of their life to battle... With the crew sweating up a storm inside.
The official designation for it is the LATAG-10u, the u standing for upgrade in contrast to the b meaning basic. However most people call it the Runner, since it gets infantry into an LZ as well it's ability to run circles around hapless surface-stricken tanks. There's also an infantry support version armed with a rapid firing 47mm autocannon but really there's only a few since the turret is so small cramping together an already sweaty crew.
~Le Shark
BP:
.blueprint   LATAG-10u Runner.blueprint (Size: 61.09 KB / Downloads: 3)
BP:
.blueprint   LATAG-10m Sneaker MPC.blueprint (Size: 60.86 KB / Downloads: 4)
^ *Has a serious problem when it comes to building.... Can never bother to change out of the wood building blocks*
Also loves making things fly..... Even if they really shouldn`t.
Makes the dirtiest, grimiest, Cringeworthy ship related puns ever.
[Image: aq47WXu.png]
Reply

Are you using either mods or the dev version (don't know what was added in it atm)?

The ships you provide appear to fly, but they definitely have "unknown" blocks (as evidenced by the fact that they turn into default wood blocks).

Some of those are probably just those circular walls you put around some of the turrets.

More aggrivatingly however, is the fact that one of the unknown blocks is whatever you are using instead of a vanilla transceiver. If it is a vanilla one, then its not counting as such at least (if its from a dev version, maybe some change or new option means it can't be loaded in the current release?).

Well, the ships still fly at least. And if I go through replacing all the transceiver-equivalents that turned to wooden blocks with transceivers again, they will actually start using their turrets (and if I also make sure to do it with the ones on detection systems, the turrets will actually hit stuff).


Since I see no evidence of shields in the screenshots you posted, I don't know if its supposed to have shields or not. If they don't have shields by default though, I'd suggest adding some though.

The only thing I can tell for sure doesn't work properly in the current no-mods version of the game are the turrets and detectors (since all the transceivers turn to wood blocks). Other than that, the ships seem to function properly upon fixing all the transceivers, but I technically don't know if its ACTUALLY functioning at its full ability or not past that point.
Your giant expensive powerful warship of doom can be destroyed by dropping an anvil on it. One day, I will finally have enough engines to actually make a ship without stopping to make more engines.
Reply

He always uses the 'after cataclysm ' mod and its associated railings mod. Both available here in the mod forum
********************************
(Is in your ship, stealing your turrets!)

Mods/extra blocks

After Cataclysm (and the separate 'railings' mod as well)
Dynamic Kinetics Simple Re-skin (armored glass)
Wrought Iron Armor
Structural Foam
Aero-alloy
More Corners 0.3
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(2018-07-18, 07:25 PM)KuramaFox Wrote: Are you using either mods or the dev version (don't know what was added in it atm)?

The ships you provide appear to fly, but they definitely have "unknown" blocks (as evidenced by the fact that they turn into default wood blocks).

Some of those are probably just those circular walls you put around some of the turrets.

More aggrivatingly however, is the fact that one of the unknown blocks is whatever you are using instead of a vanilla transceiver. If it is a vanilla one, then its not counting as such at least (if its from a dev version, maybe some change or new option means it can't be loaded in the current release?).

Well, the ships still fly at least. And if I go through replacing all the transceiver-equivalents that turned to wooden blocks with transceivers again, they will actually start using their turrets (and if I also make sure to do it with the ones on detection systems, the turrets will actually hit stuff).


Since I see no evidence of shields in the screenshots you posted, I don't know if its supposed to have shields or not. If they don't have shields by default though, I'd suggest adding some though.

The only thing I can tell for sure doesn't work properly in the current no-mods version of the game are the turrets and detectors (since all the transceivers turn to wood blocks). Other than that, the ships seem to function properly upon fixing all the transceivers, but I technically don't know if its ACTUALLY functioning at its full ability or not past that point.
As Greyfell said, all my airships bar 2 run using the After Cataclysm mods (Railings and Core). The blocks missing are the bulwarks and alloy railings from AC railings, plus the hidden receiver block, simple weapons, the metal/alloy panels as well as the masts and ladders which are all from AC core.
Sorry bout that.
As for shields and other countermeasures I don't like to run them, however they have the engine power (Easily in most cases) to equip them. I just get bored at making meta craft and prefer to stick making a theme and working around it, even if that makes them not all that effective in their base form.
^ *Has a serious problem when it comes to building.... Can never bother to change out of the wood building blocks*
Also loves making things fly..... Even if they really shouldn`t.
Makes the dirtiest, grimiest, Cringeworthy ship related puns ever.
[Image: aq47WXu.png]
Reply



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