Bigger On The Inside

All two weeks of being realism nut, :LOL: "flppty flop", the 'coming out' of EBL poo ol' Duck inthe last month...
I guess you're just a one-hit wonder, as none of these recent jabs live up to your "Just jumping up and down on an outcast Sony PS4-Slim factory defect island" zinger.

You must be Punished Mobius' mirror-universe twin, that other fellow who was strangely obsessed with me. I wonder where he went...
 
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I guess you're just a one-hit wonder, as none of these recent jabs live up to your "Just jumping up and down on an outcast Sony PS4-Slim factory defect island" zinger.
we've all known you been hopping it up the last few weeks all over the place too flip-floppy Duck :p:ROFLMAO: every other post has been about "krylite's wrong , take that and that!" in disguise even when I'm not there. :D
 
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we've all known you been hopping it up the last few weeks all over the place too flip-floppy Duck :p:ROFLMAO:
You're just jealous that MoM loves me more than she loves you :p

ps - are these new forums not moderated? Whatever happened to "discuss the post, not the poster."
 
This doesn't bother me personally because I'm a bit of a realism nut, which makes for more challenging builds. For example, my BattleConda has passenger modules, not for hauling tourists, but because I see 8 escape pods which implies a crew of 8, and I have to have berthing for my invisible crew, so I sacrifice a HRP for a completely useless "berthing" module because I'm a fruitloop in this regard.

Now if only there was a size 1 eco passenger module, I could have a proper bunk on my Sidewinder instead of sleeping in the pilot's chair all the time...

I love the fact you do that Duck. I have similar sort of RP things I do that would seem like a hindrance to most ... my docking routine for example. I see people on streams all the time just barrelling through the slot at any angle and slamming down on the pad because that's quick and it means you can get on with the game, fair enough, but that's not what I do.

When I drop in at a station I first manoeuvre so I can see the slot...
  • then I point my ship nose at the end of the toast-rack and use the vertical and lateral thrusters along with pitch control (no forward thrust) to move my ship in an arc, the centre of which is the end of the toast-rack, until I am directly in front of the slot.
  • next I use roll thrusters to match station spin, request docking, and apply forward thrust.

Once in the station I head straight for the pad number, straightening out and levelling off with the vertical/lateral thrusters as I go. I pull right up to the pad number until it fades out then come to full-stop. From there I deploy landing gear and use vertical thrust to (gently) land. I try to be at 1 or 2 m/s as I touch down. Normally this gets me slap-bang in the middle of the pad, if it doesn't I adjust a little on the way down.

It's way slower than the barrelling-in approach, but I do it every time, just because ... it feels like that's how it should be done .
 
Plenty of hollow spaces left. Even considering it's fan work and not official, I'm no longer worried about fitting it all in.
 
Plenty of hollow spaces left. Even considering it's fan work and not official, I'm no longer worried about fitting it all in.
Thing is, we have official - the VR guy who can stick his head through the wall and see how things are already clipping and overlapping in the Sidewinder.

On the other hand, if Frontier brings us space legs, then odds are they'll redesign some of these things as needed, and with all the furor in other threads over the module system, I suspect this too will be seriously reworked in "New Era", so I'm not too worried about things fitting after Frontier makes a variety of modifications and tweaks.
 
On the other hand, if Frontier brings us space legs, then odds are they'll redesign some of these things as needed, and with all the furor in other threads over the module system, I suspect this too will be seriously reworked in "New Era", so I'm not too worried about things fitting after Frontier makes a variety of modifications and tweaks.

I admire your optimism.
 
It's the new forum and the inversion of colors. Now I'm the white knight and Babbling Fish is the dark and gloomy guy, LOL.

CNh_TxVVAAAXDF-.jpg
 
This doesn't bother me personally because I'm a bit of a realism nut, which makes for more challenging builds. For example, my BattleConda has passenger modules, not for hauling tourists, but because I see 8 escape pods which implies a crew of 8, and I have to have berthing for my invisible crew, so I sacrifice a HRP for a completely useless "berthing" module because I'm a fruitloop in this regard.

Now if only there was a size 1 eco passenger module, I could have a proper bunk on my Sidewinder instead of sleeping in the pilot's chair all the time...

That's really cool. I'm personally not going to go that far - unless the devs make me (and I could live with it) - but I like it.

On the opposite side of the subject, I get all the concern others are having with more HRP amd MRPs and this talk of diminishing returns. I don't PvP, so none of my ships have all optionals slots filled with a shield generator, SCBS, HRPs, and MRPs. I have no problem with PvPers doing that, though it seems like it will just make fights last way too long and be boring.

What I do have an issue with is when someone that does this "Murder-boat" build (can't use "Danger boat" as he is one of my favorite characters on the Tick) for their Corvette claims that anyone who does NOT build their Corvette this way is a fool, doesn't deserve a Corvette, and deserves to be interdicted and killed in Open. What?! How does that make sense? Shouldn't your ship actually be able to do some missions besides "Kill, kill, kill"? Heck, I bet the Corvettes in the Federal Navy aren't even decked out like that as they need Cargo bays for relief supplies and possibly limpet controllers (Collector/Fuel/Repair/etc.) for various support needs. This was the one and only time that immersion was so broken my response was literally "Dude, if I have to play that way, I will quit this game." Fortunately, there was no need to do that, because playing in Open isn't a requirement.

Anyway... kudos to you for going in the opposite direction and making your ships even more plausible/realistic and not the min/maxed "combat effectiveness über alles" we usually see.
 
Anyway... kudos to you for going in the opposite direction and making your ships even more plausible/realistic and not the min/maxed "combat effectiveness über alles" we usually see.
Speaking of, my shieldless paper-hulled Dolphin survived a direct attack from an FDL "murderboat" because I went against the meta and built her to be ice cold rather than tough, allowing me to stay in SR for a ridiculous amount of time. This and a couple other tricks up my sleeve "beat" (I ran his blockade and escaped alive) a much superior fighting machine, so I call that a big win with a big grin :D
 
Not sure if this was mentioned yet, I haven't had time to read the whole thread, but this fella did some interesting attempts to fit the internals (before the 2 new slots).

It's pretty cool work, and perhaps relevant to this discussion:
That was an excellent video, thank you for posting it! And if we take it as a good indication of what the interior of a Sidewinder might look like, it shows that there is not much room inside that is not currently being used... and what little room there is, is nowhere near the cargo hatch, so what happens if you put Cargo Racks in both of the new slots?

I realise that Elite's ships are all much bigger than most of us realise, but it stands to reason that you cannot just keep adding internal compartments forever - and the Sidewinder is by far the smallest ship. Indeed, when the game launched, Sidewinders only had three internal compartments: two Class 2s, and one Class 1. With the launch of Horizons, an extra Class 1 was added... and now with the April update, it will get a further two Class 1s, giving it six internals - twice as many as it started off with!

It's funny - some people think that this April update is a prelude to space legs, because once we have the Supercruise Assist module, it makes it easier for us to one day get out of our pilot seat and walk around while en route. But I worry that this April update makes space legs less likely, since the interior layout of small ships will end up being impossible to implement!

I would like to believe that Frontier have carefully thought this through, and are only adding extra slots because there is indeed room for them... but I'm afraid I simply don't believe it, not yet anyway. And once the new slots are added, we'll be stuck with them forever, because no one will want to give them up...
 
it shows that there is not much room inside that is not currently being used... and what little room there is, is nowhere near the cargo hatch, so what happens if you put Cargo Racks in both of the new slots?

You redesign the internal layout to account for the new slots, and if you don't want to do it again the next time they change something, you leave more empty space to account for future expansion the next time they upgrade or retcon things without changing the external model to compensate.

Anyway, anything in the modular optional slots would have room to account for the transfer of canister sized containers to the cargo hatch. This is not difficult, because canisters are pretty small. Even those c1 optionals shown in the video are quite roomy compared to the pair of canisters they might hold, no doubt to account for the cargo manipulation, transfer, and suspension mechanisms.

The fuel tanks, the c2 optionals, and most of the fixed/core internals could probably be further reduced in volume and still make sense.

At some point, the layout required or the volumes depicted would get pretty far fetched for the sidewinder and the other very small vessels, but we aren't there yet with 2xC2 and 4xC1 optional internals.

Hopefully, we do get some firm idea of ship internals from Frontier before we start flying tesseracts or pocket dimensions that really are bigger on the inside.

On a semi-related tangent, SLFs need to work like SRVs...not 3D printed, but hangar slots with fixed storage for one or more fighters that are not replenished until they are resupplied. The current system where a self-contained hangar module can print five times it's mass in fighters is ludicrous. SLFs could easily be made more durable to compensate...which would fit the precident set by the SRV, which is one-seventh the mass of a Taipan but has two and a half times the hull integrity.
 
This doesn't bother me personally because I'm a bit of a realism nut, which makes for more challenging builds. For example, my BattleConda has passenger modules, not for hauling tourists, but because I see 8 escape pods which implies a crew of 8, and I have to have berthing for my invisible crew, so I sacrifice a HRP for a completely useless "berthing" module because I'm a fruitloop in this regard.

Now if only there was a size 1 eco passenger module, I could have a proper bunk on my Sidewinder instead of sleeping in the pilot's chair all the time...

I do something similar.

I'm currently out on Distant Worlds Two, lagging behind the main body and falling ever far behind, and I'm sacrificing 10 light years of range for my Krait Phantom, because I installed a first class passenger cabin (including an extremely compact gym) for myself and my crew, supplies for two years, a life support system that doesn't reprocess waste directly into something vaguely edible (the hydroponic herb garden can make myco-protein rather tasty) for when those supplies run out, and of course a pair of mining lasers, just in case.
 
I love the fact you do that Duck. I have similar sort of RP things I do that would seem like a hindrance to most ... my docking routine for example. I see people on streams all the time just barrelling through the slot at any angle and slamming down on the pad because that's quick/QUOTE]

I do it because it's fun, and I like to imagine the reaction of long suffering ATC at MacKenzie Relay whenever I make landing or launch requests. :D
 
I'd still like to know where all the "doors" are that are used to store all that cargo we so quickly load and unload. Has anyone ever seen the cargo hatches?
 
Please link patch notes when they introduced additional compartments. I couldn't find any.

Okay, just a quick reply. I can't comb through patch notes right now. But e.g. all those military compartments, the size 8 module for the T-9. Those are the examples that come to my mind immediately. I'm sure there were several other adjustments as well.
 
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