Without getting into too much detail–or any detail actually, I’ve gotten back to note taking. Lots and lots of note taking, mainly for JavaScript and a few other website related things. It’s not going to be important until late in the year probably, but want to really know all of this info and not just have it jotted down somewhere. At some point I want to do something major with it, like maybe building another site from scratch, or tweaking P.R. Something like that.
Again, this won’t be important until later; I’ve got enough on my plate already. I’m just glad I’ve got Visual Studio Code for keeping this mess somewhat organized. Until things start to get more predictable around here I’ll just be writing it all down.
Times could definitely be better, but there’s plenty of good news here and there.
Space Engineers
I wanted to finish with the Cosmo Messer workshop upload yesterday and post about it then, but I saw an opportunity to swap my old desk for a new one and that took longer than I thought it would. It was around midnight before I was even close to finished and by that point, sleep was beckoning.
It was just as well since I managed to fix a couple more tiny issues. The upload’s not perfect. I didn’t get to use the same presentation as I did in the blog post since I don’t know how Steam’s text formatting works just yet, but it’s fine. The more of these I do, the closer I’ll get to a standard look. After that, I’ll be golden.
Lydia’s Golden Treasury
I don’t know why I thought an extra few days would be enough to finish the entire 1st draft. There was too much going on for me to even get any good progress in. I’m pretty annoyed with myself for that one on both counts (failing my deadline and setting a bad one to begin with).
While I’m on the subject, I want to mention that one thing that used to help me get a lot of writing done really quickly was ‘accompanying art.’ I’ve made it pretty far on imagination alone, but I’m getting bogged down on a lot of fronts, now. It’s only areas that have visuals baked in already (see Space Engineers for a prime example), where I’m consistently making progress on anything.
So …
I think it’s time got back to doing my own artwork. It’s going to slow me down overall, but my writing projects are far more important than my gaming projects, and right now, they need some helpful content to go along with them.
Closing
Anyway, that’s all for now, and once again, Happy Independence Day!
My first attempt at building a fighter completely from scratch. The Cosmo Messer is based on the Cosmo Zero from the Star Blazers (Space Battleship Yamato) series, and tries to strike a balance between performance and aesthetics.
Description
My first attempt at building a fighter completely from scratch. The Cosmo Messer is based on the Cosmo Zero from the Star Blazers (Space Battleship Yamato) series, and tries to strike a balance between performance and aesthetics.
Overall the handling is good, but not excellent. Acceleration is also good, but deceleration is inferior to more balanced designs. Lastly, the Cosmo Messer E’s standard weapons are light but can easily be expanded. The F, G, and K versions will have a lot more firepower out of the box, including loadout options.
There are no subgrids or modded weapons on this version.
Lore
The Cosmo Messer represents the Kaiser faction’s first foray into aerospace fighter design. Heavily inspired by the legendary BF 109 Messerschmitt, the Cosmo Messer strongly evokes the bygone era of dogfighting monoplanes. Since the Kaisers began favoring paired fighter tactics, most of the small ships sortie in even numbers. Their newer ships were designed accordingly, while their older ships were retrofitted to carry at least two of these craft.
Due to the Messer’s high mass and thruster layout, it leans heavily on ‘boom and zoom’ tactics to destroy targets. High speed passes also aid pilots in breaking off combat more quickly when the need arises.
Due to the uncertainties of deep space warfare at the time, various systems once only used on larger Kaiser vessels were tested on the Cosmo Messer. Some that made it to the production models include additional cameras, a ship integrity monitor, a projector for repairs afield, a lateral collision avoidance system, redundant hydrogen storage tanks, and a consolidated battery system.
The Cosmo Messer E was relatively successful, effectively ending the threat of ‘budget bombers’ in Kaiser space, however, the introduction of more and more powerful ships by other factions necessitates improvements to the Cosmo Messer far beyond what can truly be considered the E series.
Specs
The Cosmo Messer doesn’t require WeaponCore since it only uses vanilla weapons. The ship’s toolbar (second page) is set up for both uses though, so just delete the options you don’t need. The F series also won’t require WeaponCore but the G and K series will. Just a heads up.
Primary Mission: Short Range Fighter Crew: 1 Pilot Armament: 4x Gatling Guns, 1x Rocket Launcher Power Plant: 1x Hydrogen Engine (500kw), 4x Medium Warfare Batteries (12Mw) Thrusters: 36x Hydrogen, 31x Ion, 67 Total Wingspan: 42ft (13.1m) Length: 69ft (21m) Height: 18.4ft (5.6m) Grid Mass: 69,062 PCU: 6,800
Piloting Notes: 1: The Cosmo Messer E has only 2 side facing ion thrusters; it is not advised to turn off the hydrogen thrusters separately. Use Governor flight mode instead (Page 1 Num3) for low speed, smooth maneuvering. 2: The landing guide is helpful for landing in unfamiliar spaces. Activate the landing guide (Page 3 Num9) and keep the red areas from clipping through walls or objects. This will prevent lateral collisions. 3: For high speed braking, point the bottom of the ship in the intended braking direction. Additionally, flipping the ship can stop it much more quickly than relying on the reverse thrusters. 4: Follow a target’s movements slowly while firing the gatling guns, as the Messer’s long nose can catch rounds from the gatling guns during high speed turns and lateral drifting. 5: For connector landings involving multiple Messers, let the connector move the plane into position, then turn off thrusters and other systems before fully connecting. This prevents power toggles from affecting other docked Messers. Disconnect before toggling systems for takeoffs. 6: Can maintain altitude in up to 1.2 Gs of gravity. This is the upper limit; forward thrusters will be needed to gain altitude (nose up slightly).
You can also find this guide in the text area of the cockpit on the ‘numpad’ screen.
Hello! Back to another week of WIP updates for M.A.S.S. Builder. There’s nothing much to say this week, as it has all been testing, optimizing, fixing networking, and all sorts of things that relate to the multiplayer feature… so we’ve decided to show you just that.
The more they polish things up and track down pesky little bugs before the next update, the better.
It also gives me time to find a random day or two to go in and finish a couple of my MASS units. As much as I love accessories and all the doors they open up, it takes skill, an eye for detail, and a boatload of patience to get a decent looking build. The more time I’ve got for that the better.
I didn’t have nearly enough tokens for a 10 roll, but I still had to at least make an attempt at getting one of my favorite units. Thankfully, somehow, it only took 2 rolls. I was over the moon.
That’s also part of the reason I’m posting this today in addition to my usual weekly M.A.S.S. Builder update. It happened just last night, and since I was going to have to mention the Sinanju’s introduction to GBO2 anyway, now seemed good.