My current design for a cargo ship I plan to build in a survival world my friends and I are going to start when Clockwork gets to a better playable state. The mechanical controls aren't finished yet. The balloon works but the propeller engines don't have any logic setup yet. Also the cargo bay isn't setup yet but the area has been allocated. Will post a video and schematic when the ship is fully finished.
#The Ganymede - Cargo Ship
1 messages · Page 1 of 1 (latest)
Once they finish it
@barren idol ping with schem please :)
Or if you need help lmk
Im gonna do an entire new post once its finished because imma make a proper yt video once it's done 🙂
could use some advice on a cargo system. don't know whether or not I wanna do a cargo elevator or something else. If someone has any cool designs lmk
I have some if you want
Do show
I’ll build when I get home
This design is solely for cargo, I don't have a design for combat yet
in other news, I got the propeller logic to work so all that is left is the cargo hold which I am just going to wait for Input_Username's design before I decide which way Im gonna do it
@barren idol how large of a cargo hold are we talking
And do you want a pickup system or a whole bay
Block dimensions?
I'd say like 13x4 for now
the ship is 5 blocks wide but those pipes are covering one of the usable rows. I will probably move them in the future to fix that
Okay
I’ll go as compact as possible
@barren idol the issue with this is the fact that any input cargo has to fit too
yeaaaa
5
wdym by cargo system
I’ll show
Hm I'll try this design. Thanks
Yeah
If you need more stuff I can send it over
One small issue. The vault dosnt have an input
@barren idol lmk how it works
And when it’s done can I have the schem?
With the liquid tanks being moved onto the cargo platform, I can get rid of the giant one in the back and then have some ability to extend the elevator so that an input can be added
True, or the fuel tanks on the platform could be to just top off your system
Thus allowing you to theoretically use different configurations of cargo
@barren idol does it work?
I haven't tried it yet, I'll try it either later tn or tomorrow.
Will do
You could also switch it up a little and set the rope pulley attached to a sticker with a red stone link on it then move the whole build down one allowing you to swap cargo attachments
Currently an issue that's going to arise is there's a line of polished andesite going down the center of the ship so the bottom of the platform won't be flat. I'll have to redesign the bottom of the ship a bit. Then I can try and put in the elevator
You could also just make a system like this for the andesite —[]—
Then it’ll wrap the opening
@barren idol did it work though
I was sleeping and I have some errands to run
I'm also sick now 💀 we're doing great
alright I put in a cargo elevator inspired by yours. Works good
@zinc needle Sneak peak of the intro to the video. I'll finish the rest of the video when I can speak without being in pain 💀
u shuold add a clip of the cargo elevator going up or down
Dw I will
I'm going to do a proper tour of the ship
Just can't speak rn without sounding strained 💀
That thing flys incredibly well!!!!
@barren idol can I see the elevator?
I’d like to see the adaptations
I’d also like the schematic at some point
Will do tomorrow. I got off my PC for the night
Totally cool
Just as a note, because this isn't the fully finished version there is no wireless controls for the cargo elevator, its currently 2 levers on a clutch and a gearshift. Also I am not entirely sure you can detach the cargo elevator and fly away without it coming with you, I'll have to do some more experimentation with things like the physics bearing to get that to work
there's two levers right now in the control deck, one for lift and one for engine speed. The speed controller is for motor speed, to actually control the engines you need to use the linked controller on the lectern
Thanks!
I’ll figure it out
And I have a way to detach it I think
Use stickers on the cargo piece and then just detach it
I think haha
so that is the current way it is setup, however when you compile them together as the same physics object, I believe they will always move together. Right now VS doesn't have a way to sever one physics object from another. I know it is planned, but until then I think you need to use a physics bearing so that the two "pieces" are registered as separate physics objects
will test later tn
Idek how phys bearings work
they create a separate physics object
Wait
So if you put a phys bearing onto two phys objects they function separately?
If that’s the case theoretically you could just put a phys bearing on and then break after infusing
i shall test it a bit
Well this is what happens when a non-physics object tries to interact with a physics object lol
hm im not entirely sure the cogs between 2 physics objects will interact tho
and I have the fuel tanks on the lift
Alright so modular cargo elevators don't like to work it seems so I will be testing some other stuff for a bit
back to the drawing board
yea @zinc needle
huh...
peep the sounds of my friend playing warcraft 2 in the background
nah doesnt work
i've created a new cargo system not using an elevator
will showcase in video I hope to finish tn
need to re-record the intro sequence since I removed the elevator tho lmao
LMAO
How does it work
Also new schem please?
@barren idol