The day we've all been waiting for has arrived! 🥳This is a beautiful and versatile ship, with blockwork and texturing by a master designer. It features design innovations that you don't see anywhere else, like the brilliant storage system concept and the drill marker palette. One problem(feature?): the menu in the cantina does not list pineapple pizza. 🍍🍕
Usually I struggle with 320k input. It is not enough. So 640k is just right. There is also not enough 320k for loot. One combat site and 640k container fills with turrets for deconstruction.
Man I wish Empyrion had fixed the combat AI and made the game more "fun"... The buiding system is pretty nice and makes for some really good looking ships when you have builders that take the time to do it right. This guy clearly did. Sadly, I couldn't get past the cheesey fights long enough to get hooked on the game like I did space engineers.
The game does have some jank to it, though what I like about it is that there's a universe in which to make use of builds. Space combat isn't bad either imo. If you haven't tried the game with scenarios such as Reforged Eden, I suggest giving it a go.
TIE Invader is an overhauled and modified TIE Enforcer, with a longer fuselage for more shields, and has more weapons, thrusters etc for better performance.
Love it, I got a carrier that fits my entire fleet and upgradeable. But yay first thing I did was slap it in creative and brought it to 9 core with 15k shields.
@@lyfeforse7038 well thank you for building a wide carrier aside from Helios nothing else could accommodate my warship. Landing pads were too narrow. Your carrier fits my two cv’s, four sv’s and two hv’s.
I built a carrier to fit my command ship (Heavy cruiser) on the open deck, just like this ship you built. Every time I move the carrier it just falls right off, even when landing gear is docked perfectly. Anyone know a work around for that? Small ships stick to it fine, just my bigger one that falls right off every time. Some say the physics can't take it, but I am open to ideas for giggles. 🤔
@@lyfeforse7038 Thanks. I had a small ship inside my CV and it dawned on me to try taking it out and it worked. I created a carrier and threw it away, thinking it just wasn't possible to carry around a big ship on it. 🤪
Hey Julian, I am curious how have you got it configured to get an idea: Are you using all space for cargo extensions, or shield parts? How many turrets have you added, and are they tier 2? Which modules are you using, and are you giving this feedback with the carrier fully loaded, with ships docked to it that are also fully loaded? Are you using the carrier in atmosphere, or just in space? Lastly, with your feedback with your current configuration, what are your pitch/roll/yaw stats, as well as your lift and down thrust? Thanks
@@lyfeforse7038 i play a pretty modded re server so i havent had need for more containers. I dont have alot of turrets yet, but i also have modded thrusters that add more power, i can't remember how much. But the hangar is empty and i have slots for much more turrets and stuff. As it is now with thrusters its working okay but when i get more ships and stuff on it i assume it will be sluggish. Since it isn't exactly agile now.
Get the Quasar IV off the Workshop: steamcommunity.com/sharedfiles/filedetails/?id=3150311559
If you enjoy my content, please consider supporting me on Patreon today: www.patreon.com/LyfeForse
Timestamps:
0:00 intro and overview of Quasar IV's roles
0:45 CPU placement / supplemental storage
3:40 Generators
5:01 Constructor placement
6:40 Repair Bay
8:30 Teleporter placement
10:00 Solar Placement / Cargo Compartment 1
14:34 Main Cargo Compartment
19:20 Grow plots
20:25 Shield Extenders / extra cargo
25:43 Thruster Placement
35:08 Mounted Weapon Placement
36:17 Drill Mounts / Additional Weapons
38:36 Turret Placement
45:51 Crew / NPC placement
47:21 Landing Gear add-on
48:28 Adding ramp entries to hangar doors
49:33 Entry points / where to access the ship
50:23 Modules and their docking points
53:46 Docking TIE Enforcers/TIE Invaders
56:40 Patreon Offer
57:12 Thank you Patreon supporters!
The day we've all been waiting for has arrived! 🥳This is a beautiful and versatile ship, with blockwork and texturing by a master designer. It features design innovations that you don't see anywhere else, like the brilliant storage system concept and the drill marker palette. One problem(feature?): the menu in the cantina does not list pineapple pizza. 🍍🍕
Hah! TY Teak, and yes that was an oversight XD
Thanks for all the long hard hours spent on this ship. Thanks for all the time stamps. No way in hell im gonna remember all that😂😂😂
lol, thank you Bonedog o7
Usually I struggle with 320k input. It is not enough. So 640k is just right. There is also not enough 320k for loot. One combat site and 640k container fills with turrets for deconstruction.
That is super cool. Really nice ship with a ton of options.
Thank You!
Man I wish Empyrion had fixed the combat AI and made the game more "fun"... The buiding system is pretty nice and makes for some really good looking ships when you have builders that take the time to do it right. This guy clearly did. Sadly, I couldn't get past the cheesey fights long enough to get hooked on the game like I did space engineers.
The game does have some jank to it, though what I like about it is that there's a universe in which to make use of builds. Space combat isn't bad either imo. If you haven't tried the game with scenarios such as Reforged Eden, I suggest giving it a go.
Such a great design as always. Very nice. Your upgrade videos are very well thought out and done. thanks
Thank you Dax
This is really cool I wish I could build like this but I have no skill or time lol…. Let’s talk more about this tie invader……..
TIE Invader is an overhauled and modified TIE Enforcer, with a longer fuselage for more shields, and has more weapons, thrusters etc for better performance.
How long did that take to make?
Very nice!
Thank you. A couple of months real time. The ship is now live on the Workshop btw!
This ship is an absolute beast! Love it
Thank you Sky
Love it, I got a carrier that fits my entire fleet and upgradeable. But yay first thing I did was slap it in creative and brought it to 9 core with 15k shields.
Awesome! glad to hear it works for you :)
@@lyfeforse7038 well thank you for building a wide carrier aside from Helios nothing else could accommodate my warship. Landing pads were too narrow. Your carrier fits my two cv’s, four sv’s and two hv’s.
is it room for 3x fusion reactors and 8x shield arrays here or is this ship not suited for fighting?
2x fusion and ALL shield parts. Could place the 3rd fusion somewhere in the hangar
I built a carrier to fit my command ship (Heavy cruiser) on the open deck, just like this ship you built. Every time I move the carrier it just falls right off, even when landing gear is docked perfectly. Anyone know a work around for that? Small ships stick to it fine, just my bigger one that falls right off every time. Some say the physics can't take it, but I am open to ideas for giggles. 🤔
There is no chain docking, so make sure you dont have anything docked to the heavy cruiser, otherwise it won't dock to the carrier.
@@lyfeforse7038 Thanks. I had a small ship inside my CV and it dawned on me to try taking it out and it worked. I created a carrier and threw it away, thinking it just wasn't possible to carry around a big ship on it. 🤪
It also sometimes just happens.
If chain docking isn't your issue then 'sit and wait' may solve your issue.
possible with more downthrust and lift here? I find it a lil lacking with only 6, makes it a lil sluggish.
Hey Julian, I am curious how have you got it configured to get an idea: Are you using all space for cargo extensions, or shield parts? How many turrets have you added, and are they tier 2? Which modules are you using, and are you giving this feedback with the carrier fully loaded, with ships docked to it that are also fully loaded? Are you using the carrier in atmosphere, or just in space? Lastly, with your feedback with your current configuration, what are your pitch/roll/yaw stats, as well as your lift and down thrust? Thanks
@@lyfeforse7038 i play a pretty modded re server so i havent had need for more containers. I dont have alot of turrets yet, but i also have modded thrusters that add more power, i can't remember how much. But the hangar is empty and i have slots for much more turrets and stuff. As it is now with thrusters its working okay but when i get more ships and stuff on it i assume it will be sluggish. Since it isn't exactly agile now.
@@julianlaustsen1991 Well it was build with standard RE scenario in mind. What's the server's mod? Atlantis?
@@lyfeforse7038 that I don't know, but the server is called wolfpack and has no requirement for cpu.
Lovely! I've been waiting for this to come out. Now that the day is here, it's time to get @teakeycee to get the mats to spawn her in.
lol, he's got a lot of wood chopping to do