The Praedian Records

J.G. Phoenix

Current Projects

Chapter 2 1st Draft 30%

Remnants of the Elders

Yamato 60%
Hermes 5%
Yorktown 80%
Victorious 30%
Maya 5%
Blücher 70%
Prinz Eugen 10%
Seydlitz 85%
Lützow 10%
Magdeburg 5%
Prinz Heinrich 5%
Konigsberg 5%
Type 34 Destroyer 90%
Type 36 Destroyer 80%

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!

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.

Space Engineers: Almost There

Space Engineers: Almost There

Space Engineers: Almost There

We’re not there yet, but we’re very close. I’m really liking the look of this template.

I’ll give it some tweaks here and there while writing up the details for the Cosmo Messer and hopefully it should all be good to go by Monday.

Finally …

Fortunately, uploads aren’t going to take nearly this long going forward. Once a build is finished, I just need to slap the templates on them, fill out the details, and fire them off into the aether. Figuring out said templates has been hell but hopefully I won’t have to make too many changes. I’ve already got a lot of ships lining up that will need the same treatment.

Slow Day

I can’t say it’s been a bad day, only a slow and mostly unproductive one. It happens; really it just means I’ll be coming at things with more of my thoughts in order tomorrow.

Also, it only counts by a day or two, but ‘Dune in June’ actually happened. My first impressions right now are mixed (though mostly positive), but I’m definitely interested to see where the story goes. I can already tell going in that the lore is unique and deep.

Hopefully by tomorrow I should have some news on the Cosmo Messer, at least.

Clan Battles 6/29

Well, overall it went well enough. I had to call all of the games for the sub-clan, but as I’ve said before, I’m resigned to this. Show up for things consistently enough and at the very least you’re going to wind up being promoted to a doorman.

One thing that got under my skin was the utter lack of comms discipline. That got us in trouble a few times. It wasn’t major, but if you’ve got enough casual players mixed in with competitive ones, distractions and idle chit-chat in the middle of crucial calls are bound to happen.

Des Moines

She really is a female anime protagonist. Easy to underestimate–and to citadel but that’s beside the point–but deadly in the right circumstances. She’s also got all the tools she needs for controlling a cap.

I honestly never thought I’d see the day when I stopped seeing Russian heavy cruisers as an existential threat and started seeing them as an opportunity to farm citadels. A few more replays and I might be able to slap together a compilation.

She’s fun, but map awareness is this ship’s lifeblood, and islands never feel quite as shallow as when you’re helming the DM. That’s both good and bad …

Halland

My first games with her didn’t go well. I even bumped my 6pt captain to a 10pt just so I could get my concealment down to 6km, which, while helpful, didn’t really matter with how the two matches I played in her went down.

Still, I like the ship and she’s perfectly viable for Clan Battles. I just need to get used to the fact that this ship is typically going to be working solo at the start and not breaking off mid to late game the way I normally do in Shimakaze or Daring.

Closing

That’s all that’s really worth noting, I think. I got a few replays I need to record before the next update, but that’s about it.

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