The Praedian Records

J.G. Phoenix

Taking Notes

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.

Happy Independence Day

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!

Cosmo Messer E Release

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

Scripts

Controls

Page 1: In Flight Navigation
Num1 – Flight Mode Normal
Num2 – Flight Mode Cruise+
Num3 – Flight Mode Governor
Num4 – Check Wrist
Num5 – Facepalm
Num6 – Electro Optical Sensor
Num7 – Tailfin Camera
Num8 – Rearview Camera
Num9 – Ventral Camera

Page 2: Combat Systems
Num1 – Gatling Guns (Group) Toggle Mouse Shoot Mode (WEAPONCORE)
Num2 – Integrated Rocket Launcher Toggle Mouse Shoot Mode (WEAPONCORE)
Num3 – Gatling Guns selector (VANILLA)
Num4 – Rocket Launcher selector (VANILLA)
Num7 – Flight Mode Normal
Num8 – Flight Mode Cruise+
Num9 – Rearview Camera

Page 3: Launch/Landing Systems
Num1 – Connector Switch Lock
Num2 – Mag Plate On/Off
Num3 – Mag Plate Switch Lock
Num4 – Tailfin Camera
Num5 – Rearview Camera
Num6 – Ventral Camera
Num7 – All Thrusters On/Off
Num8 – All Lights On/Off
Num9 – Landing Guide On/Off

Page 4: Auxiliary Systems
Num1 – Maintenance Projector On/Off
Num3 – Antenna On/Off
Num4 – Beacon On/Off
Num5 – Remote Autopilot On/Off (Not programmed)
Num6 – Remote Autopilot On/Off (Not programmed)
Num8 – Hydrogen Engine On/Off
Num9 – O2/H2 Generator On/Off

Page 9: Connector/Mag Plate Extended Functions
Num1 – Connector On/Off
Num2 – Connector Lock
Num3 – Connector Unlock
Num4 – Connector Collect All On/Off
Num5 – Connector Throw Out On/Off
Num6 – Mag Plate On/Off
Num7 – Mag Plate Lock
Num8 – Mag Plate Unlock
Num9 – Mag Plate Autolock On/Off

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.

Acknowledgements

M.A.S.S. Builder: Multiplayer Co-Op Testing

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.

Bam!

Bam!

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.

Let the games begin.