Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Sakuratsu (New Shuttle) #2029

Open
wants to merge 18 commits into
base: master
Choose a base branch
from
Open

Conversation

starch70
Copy link

@starch70 starch70 commented Sep 19, 2024

About the PR

adds sakuratsu to shipyard for 62500, its a medium sized ship that can do some basic salvage, and has some space to add more machines.

Why / Balance

i wanted to make a ship, and i can only think of like one medium sized salv ship

How to test

  • buy it at FO shipyard for 62500, medium size, salvage category
  • guidebook entry is in the same place as every other ship

Media

image

Requirements

  • I have read and I am following the Pull Request Guidelines. I understand that not doing so may get my pr closed at maintainer’s discretion
  • I have added screenshots/videos to this PR showcasing its changes ingame, or this PR does not require an ingame showcase

Changelog

🆑

  • add: added sakuratsu to shipyard for 62500

adds sakuratsu to shipyard for 75000, its a medium sized ship that can do some basic salvage, and has equipment to accept tech disks (and choose research).
@starch70 starch70 changed the title sakuratsu ship made sakuratsu ship Sep 19, 2024
@github-actions github-actions bot added Docs Improvements or additions to documentation Map-Shuttle Map - Shuttle No C# FTL labels Sep 19, 2024
@github-actions github-actions bot added the Status: Needs Review This PR is awaiting reviews label Sep 19, 2024
@dvir001 dvir001 changed the title sakuratsu ship Sakuratsu shuttle (New) Oct 17, 2024
@dvir001 dvir001 changed the title Sakuratsu shuttle (New) Sakuratsu (New Shuttle) Oct 18, 2024
@starch70
Copy link
Author

Oh shit i forgot i used forbidden high capacity APCs on this thing i'll replace it when i get home

@starch70
Copy link
Author

alright fixed the APCs

@MagnusCrowe
Copy link
Contributor

Very cool looking, I'll review this this weekend.

@starch70
Copy link
Author

Very cool looking, I'll review this this weekend.

Woohoo

@dustylens
Copy link
Contributor

dustylens commented Oct 28, 2024

Hi! I spotted that the weekend had come and gone so I figured a walkthrough from just some person of no importance might be nice.

I spotted a few things that I think you might want to look at before chatting with Magnus. It might help smooth things out. This is not everything. But it's a good start.

First impressions: Nice profile. Looks cool.

Engineering room:
Map the “ship” version of the generators.
Remove loose uranium. Map uranium fuel lockers.
One generator is set to 5kw, I presume for efficiency. The other is set to full. Suggest averaging the power between them.
Catwalks over pumps and mixers make them difficult to access. Suggest not mapping these here.
The mixer acts as a pump. The additional pump is not required. Also the MAXIMUM PRESSURE pump is not ideal for gentle breathable air. This could have been amusing.
Mixer is generally set to 21/79 o2/n2 mixture.
Wiring is incomplete. APC in the engineering bay is lacking MV connection.
Appears MV cables are being used to connect to SMES. This is not required.
Engineering room APC is difficult to access behind canisters and locker.

Atmos room:
Pump under catwalk cannot be accessed. Also, going to be real, not sure what the setup is meant to accomplish here.

Cockpit:
So much paper. Also… This is one for the maptainers, but I’m not sure if we’re electrifying the window grills on civilian ships.

Berth:
Wall lockers that empty into beds are going hoover everything in the bed up.

General walkthrough concerns:
Seems to be a missing APC by the port and starboard airlocks. Based on wiring in the walls.
Windoor by port airlock is command locked.
Two of the rear most thrusters are not receiving power.
Aft salvage bay blast doors not connected to the button.
Suggest replacing salvage vendor in the aft salvage bay with a salvage techfab elsewhere. Vending machines in ships are boo imo.
Starboard thruster adjacent to airlock not receiving power.
Port airlock rear thruster not receiving power.
Port airlock missing a directional fan.
So many fire alarms.
Air alarms can cover large areas. One in every bathroom is not strictly speaking a requirement. Fewer alarms may also make it easier to map them where they can be accessed without being blocked by lockers, tables and other annoyances.

Guidebook

  • Lists ship using plasma. But your ship uses Uranium.

The ship appears to be designed for science in some capacity but has no infrastructure to support science. Are people meant to purchase science kits? I'm not sure what the design goal is there or how players are meant to accomplish those specific goals.

The ship has a lot of side nooks and crannies that are slightly oddly assigned. Rooms that seem designed to hold a charger, or a large number of beds in one space. It might be worth considering how to differentiate those spaces to give them more character or purpose.

This ship has so many suits, chargers and other oddities mapped. I'm not sure if they're all going to be that useful.

Air alarms should generally be accessible when possible.

It makes me a bit worried when I buy a ship and the doors don't work because APCs are missing, wires are absent and generators aren't on. It could just be that this version had a hiccup or two, but I think it would be worth doing a few laps around your ship with the map initiated and in person to feel things out.

@starch70
Copy link
Author

noted also about the air alarms accessibility thing i've already kinda tried to make them as accessible as i could

@starch70
Copy link
Author

noted also about the air alarms accessibility thing i've already kinda tried to make them as accessible as i could

also im used to just squeezing air and fire alarms everywhere i can i'll fix it though and i'll probably make that mystery atmos room suit storage stuff

@dustylens
Copy link
Contributor

Sure sure. I'm just me. I would suggest going through that list over the week and I can take another look next weekend if you would like another glance from a fellow contributor.

@starch70
Copy link
Author

Sure sure. I'm just me. I would suggest going through that list over the week and I can take another look next weekend if you would like another glance from a fellow contributor.

image

hmmmm, is this better?

@starch70
Copy link
Author

also i removed all the science stuff, its just a autolathe and salvage techfab now, no R&D computer or server or protolathe or circuit printer, so i'll lower the price and shit to compensate for that

@dustylens
Copy link
Contributor

Give your ship a few more physical tours and make adjustments as you find appropriate. I'll promise you another look this Friday or Saturday. Take the week to make passes, sleep on it, and pass again. Some new things might pop up each time : )

@starch70
Copy link
Author

Give your ship a few more physical tours and make adjustments as you find appropriate. I'll promise you another look this Friday or Saturday. Take the week to make passes, sleep on it, and pass again. Some new things might pop up each time : )

you got quick suggestions you can throw before i start doing that?

@dustylens
Copy link
Contributor

Just the list I posted earlier and to chat in the ships and mapping channel I suppose : )

@dustylens
Copy link
Contributor

  • Port lower red room windoor still command locked.
  • Don't love the air alarm in that room being behind a table when there are open walls available.
  • Air alarm in engineering can probably move to where the radiation sign is so it can be reached.ds
  • I like the couch setup in your common room. Can't say I love the beds. I feel like you would want to lean into one or the other. That's just me.
  • That sure is a lot of unfinished machine frames.
  • Electrical toolbox in the... Uh... Fridge room?
  • Starboard airlock thruster is unpowered.

You're getting closer : )

However I think that this ship is slightly suffering for identity at this point. You still have a lot of space in the outer pylons that aren't really being put to any particular use. This is a rather large ship that is basically in service of a space to put cargo. I think this ship would benefit from spending an hour or so playing on it. Feel how it moves to move from the cockpit to the salvage space and how well trying to recycle items feels. What's missing? What feels good?

Furthermore you're currently enjoying a fairly robust excess power production. The ship is drawing 33kw but producing 60kw.

As a contributor I feel like you wouldn't suffer from play testing your ship and refining based on your experiences. That will also help skyline things like thrusters that still lack power and any pathing pieces that you might not notice as a ghost.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Docs Improvements or additions to documentation FTL Map-Shuttle Map - Shuttle No C# Status: Needs Review This PR is awaiting reviews
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants