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    posted a message on Asikar's Airships
    I personally use the names of storms. Typhoon class, Hurricane class, Vortex class, Maelstrom class, etc.

    The Delphinus class battle cruiser (now at 5800 blocks) is the first time I'm using constellation names - also I have to pay tribute to the Skies of Arcadia RPG! I'll be posting more pics of it soon and a video of it flying around my world.

    Btw, I set my java to allocate 4 gb for minecraft and flying a 5800 block ship is not a problem on my laptop (i7-2630qm)
    Posted in: Screenshots
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    posted a message on Asikar's Airships
    Wait....netherbrick fence? Is this a new item?
    Posted in: Screenshots
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    posted a message on Asikar's Airships
    So... wait, if you're using 1.5.2, you're able to build airships but not fly them in your world? For example, your H.M.S. Harbinger...
    Posted in: Screenshots
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    posted a message on Asikar's Airships
    Quote from asikar

    Very nice GNS, I see your still using 1.2.5 and making excellent use of blakmajik's mod.


    Thanks, yeah I have not changed anything. Why, what do you use now? Does BM's mod work on the newest minecraft or something that I'm not aware of?
    Posted in: Screenshots
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    posted a message on Asikar's Airships
    I present to you my latest creation... a Delphinus-class battlecruiser. Based off of (actually stolen entirely) from the awesome RPG "Skies of Arcadia", one of the BEST RPGs ever made.





    Here is the prototype at the dry dock. It lacks any landing gear and thus cannot actually land on solid ground. You can see the torpedo tubes on either side of the ship. The dry dock is an older building design and cannot accommodate large ships like this one, so it will have to be retrofitted at some point so that this class of ship can fit comfortably inside.

    The ship also lacks its main armaments - four cannon emplacements, each cannon with two barrels - as well as railings for the deck, furnishings for the rooms, etc. There are 6 levels to this ship:
    • "basement" level, the absolute lowest portion of the ship. Will be used for storage, probably.
    • below decks, the portion of the ship inside the hull where the majority of the crew will be.
    • deck level - includes a portion of the command bridge area
    • mid-deck - where the blue ring is on the command bridge
    • command station - the glass portion above the mid-deck
    • crow's nest - the lookout tower at the very top


    View of the back of the ship. The propellers have not yet been installed on the shafts.



    Below-decks level. The 'basement' level is just below this level, and is pretty cramped.



    Deck level, facing the command bridge.




    Mid-deck level, again facing the command bridge.




    Inside the command station, the usual assortment of controller blocks for forward, back, left and right.




    Better view of the entire command bridge.




    The ship on a test flight between my factories, across the ocean.









    Showing the scale of this capital ship vs a regular vessel.
    Posted in: Screenshots
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    posted a message on Asikar's Airships
    Glimmar, if it wasn't for your steampunk textures, my own airships would not look nearly as good.
    Posted in: Screenshots
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from asikar

    Greetings fellow airship captains, i have a question. I'm building a flying battleship and i can't decide on the engines. The concept i'm going off of has turbine engines, but i don't think they look right. which do you guys think will fit better turbines or props? and if props, many small engines or a few large ones?


    If propellers, then two large ones on the back and two smaller ones near the front (the idea being that the smaller front props can 'turn' to help steer the ship). That would be my preference.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from XXCoder

    From what I understand from other posts, put controller BEHIND you and it will handle players better. No idea why. Behind meaning put controller at spot behind you where you usually stand to pilot.


    Thanks, I'll do that from now on, and incorporate that design feature into my command decks.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from asikar

    most people just use 2 or 3 controller blocks. 1 facing forward and the other two facing left and right. it still is a pain to dock though because you have to rejoin to the world and then reactivate the ship with the other controller.


    Yup, and one facing back too because the reverse is sloooooooooooow at speed 1. I also have the same setup at the back of my current gen ships, so that I have more flexibility when docking and landing (no need to run back to the control deck to rejoin and hit another block, if I'm at the back of my ship where I can see things better).

    BTW @asikar (and anybody else who build huge ships), where do you find best to put the controller blocks? Do you put them in the approximate middle of the ship so there is less trouble when flying it (trouble as in sliding off the ship when it turns and moves forward), or does it not seem to matter?

    I recently finished the basic hull design for my Coriolis-class ships (expected to be around 5000+ blocks) at my nanolathe ship building facility, mass produced 4 more of them and anchored them to a sky hook outside the facility. Then I attached a controller block to the front of my hull, lifted it out of the nanolathe facility and started to fly it to my super hangar for finishing work. But I ran into a problem when turning and making the ship fly forward - the ship would move, but I would slide off of it. I made a basic platform, attached 4 controller blocks and installed that on the middle of the hull and the problem went away - wondering if the actual location of the controller blocks seem to make any difference on very large ships....
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]






    Construction has begun at my 'nano-lathe' facility on a Coriolis-class cruiser. Once the hull has been completed and smoothed into shape, I'll mass produce it and use each one as a template for different types of cabin arrangements, different deck configurations, etc. This could become an airship carrier, or a battlecruiser, or a luxury liner.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from the_atom

    Hello there, quite enjoying the mod but I do have a few questions and issues(thankfully none of which is related to 'when R U updatingggg??)

    1. I'm still running into the issue of becoming detached from the craft while it's in flight, and falling to my death and losing the craft as it slides out from underneath me and I phase through the nearest wall.


    This problem seems to happen when you turn the ship left or right at a high speed, right? Also, if this happens when you're flying straight ahead, you can try to mitigate this problem by placing a block behind you - it works for me, anyhow. I haven't slid off my ships in a very long time.


    2. I've had the occasional problem of the craft completely popping out of existence while in flight, which is a something of a bummer when you painstakingly built the thing in survival mode.

    3. How do I adjust various settings for the mod such as amount of blocks allowed on a craft? I've got this fantastic obsidian battleship set up with all kinds of neat functions, but not being able to move it anywhere kind of sucks. I know you're supposed to look in the configuration file, but when I did it came up as a read-only kind of file so I was unable to edit or interact with anything in it at all. I'm operating on a Mac if it makes any difference.


    It shouldn't be read-only, I was able to open it on my PC and edit it. If it's a .cfg file, it's really just a .txt file underneath, so I used Textpad to open and edit it. Since you're on a Mac, just look into ways to open a .cfg file using your Mac (I saw a couple answers on Google).


    4. Would it ever be possible to somehow make two different kinds of controller blocks operate independently while their respective crafts are attached to one another? I was hoping to have independently swivelling turrets that could turn and fire while the ship is in motion (which is an academic issue of course, as I've been unable to get the ship moving for reasons mentioned above).


    I would also LOVE to have this feature, however BM is probably busy getting it to work on SMP first. I imagine that getting something like the above setup (in terms of coding) would not be a trivial issue, either, since you have to worry about how to treat two controller blocks as one (which one is the main controller block, which ones are the secondaries), how to link the different 'crafts' together while in flight yet allow them to move independently, etc.

    In the meantime, you can have turrets, and they can even turn but you'll have to secure them to your ship with a pane of glass (or something easily breakable) while the ship is in flight, then stop the ship, break the block and swivel the turret to fire. In the past I have used Djoslin's cannon powder mod to shoot live TNT out of dispensers, but those only worked when the turret was locked in place North/South/East/West, thus it could never fire NW, NE, SW or SE or anywhere in between those directions. Djoslin's turret mod is the next best alternative, you can shoot TNT/cannonballs in almost any direction once the ship is stopped, but it looks like a gilette razor on top of a wooden box...
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Treewizard648

    Thats a real neat contraption you have there GNS, I would like to see it working sometime. And I completely agree with you on building facilities to support zeppelins. Its not wise for players to have their vehicles lying around so that mobs can mess with them or they could get stolen by griefers is you are playing multiplayer. Its nice to have a safe place to store and even repair your craft when they are not in use also, its good to know I'm not the only one out there with this problem. By the way, I added some catwalks and a new loader vehicle that will travel along this stone rail here:


    [video][/video]

    Here is the video I made a while ago. I've added a lower level (where all of the torches are, on the very bottom) since making this video, with 6 rooms and an obsidian-reinforced area for storing ammo.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from asikar

    @ GNS:

    Sound's interesting, i think i'll look into it. PM me so we don't take up room in the forums. my email is on my profile.


    PM sent
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from Treewizard648

    Blakmajik, I don't think you have released a 1.3.2 version f the mod yet so I will take the opportunity to show you one of my ideas I incorporated for your mod and a recent issue that has recurring over the past few mod updates.

    I have recently developed a massive airship hangar capable of housing up to 8-9 of my airship designs. And I utilize a system that involves moving my zeppelins around the hangar with a small service "tow vehicle" that locks on to my zeppelins with pistons and these tow vehicles maintain orientation with stone channels.

    Here is an overall screenshot of my Hangar.



    Here is one of my Vengeance class airships with one of my tow vehicles attached:


    Main Hangar door:


    Mein Deutsche Kameraden might like this:

    Anyway, that is my hangar and after its finished I will place it underground and make a server revolved around zeppelin battles once additional zeppelin base/hangar facilities are complete. HOWEVER my problem is that I have tinkered with vehicles using your zeppelin mod that travel using stone channels as guides and this worked before on previous versions of your mod but with the latest version zeppelin vehicles of any kind WILL NOT MOVE when they are making direct contact with Dirt, Sand, Stone, Etc. while part of the zeppelin vehicle is contained in a channel or rail.( The zeppelin vehicle will not slide in the channels) They just get stuck. Is there any way you can fix this before you release your next update? If you can, my zeppelin hangar facility would be an excellent showcase for your mod.


    Very nice hangar, I love seeing stuff like this. For me, it's not just the airships, the hangars/factories/refuelling stations/etc. are also great ways to exercise the imagination with.

    As for your problem, I run into this all the time and I believe that it has to do with orientation of the rails. For example...






    This is a ship elevator storage facility. There are 5 platforms and 6 slots, and you can see that it is possible to move the platforms around so that you can bring any of them up or down. This works perfectly and none of the platforms get stuck, however you can see that the rails only allow movement up, down, left and right on a East-West axis. It does not move North-South, in other words the platforms do not go forward or back. I think that if the rails run North-South, they will not work and will get stuck.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from asikar

    how do you change the properties? i have a lot of extra blocks that i want to change to look like a different glass.


    Ah...sorry, I said it like it was part of Glimmar's pack. It's Zombe's mod pack, and it's the "item mod" of the pack which allows you to change block properties. Basically after you install Zombe's mod pack, uncomment the part for "item mod" in the config.txt file then edit the "items.txt" file and input the parameters for the block you want to change its properties for.

    Using this method, I am able to turn white and grey wool into blocks that do not burn, and emit as much light as glowstone. If you are interested in installing Zombe's pack, I can get you exact instructions on how to change the properties for your block. BTW, Zombe's mod pack is also a huge help for building stuff in the world, it's truly the swiss army knife of Minecraft.
    Posted in: WIP Mods
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