[Release] Rocket Miner OXP
Posted: Sat Jun 01, 2013 9:34 pm
The main purpose of this ship is the practicality for a new commander and not the good-looking, moreover the willfully rusty obsolete outlook urge to get a better ship as soon as possible. (Very simple model I know, can be improved later.)
The largest diameter of the body is 60m to earn as much cargo space as can dock without rolling but do not made the docking too easy (the height of the dock is 64m).
Download Rocket Miner OXP
The almost flat nose can keep the collisionradius at the lowest value which given by the main part of the ship: 42m means 5542 m^2 targetable area. The Cobra MkIII has 73m which give 16742 m^2 due to the sphere form of the shields (and the to hit odds will not decreasing after the shields are down if I known right), so 3 times larger when a pirate wants to hit.
It is a mystical for me how can a new Cobra MkIII hold only 20t cargo in the 192000 m^3 hull when an old Python can hold 100t in 222000m^3 which is 13,5% more only. I made a table with all original player ships:
I think the Cobra MkIII is out of the line, so I decided to give 60t cargo into the 146000 m^3 of the Rocket Miner which is weaker in cargo/size than the Python.
The Asp and the Anaconda are out of line also but these can be justify by specific design goals: Asp is designed for high speed so got big engine which leave small room for cargo, and the Anaconda has small engine and hypercargo (regarding this thread I like more an unique cargo tech than an unusable slow ship with average cargo).
The strong Rocket Drive (which give the name of this ship) provide high acceleration and max. speeds but at a cost of drawbacks, see in the readme.
You can read the story of the ship making here.
Furthermore you can try my idea about a Miner Cobra with 75t cargo but less energy, recharge and missiles.
The largest diameter of the body is 60m to earn as much cargo space as can dock without rolling but do not made the docking too easy (the height of the dock is 64m).
Download Rocket Miner OXP
The almost flat nose can keep the collisionradius at the lowest value which given by the main part of the ship: 42m means 5542 m^2 targetable area. The Cobra MkIII has 73m which give 16742 m^2 due to the sphere form of the shields (and the to hit odds will not decreasing after the shields are down if I known right), so 3 times larger when a pirate wants to hit.
It is a mystical for me how can a new Cobra MkIII hold only 20t cargo in the 192000 m^3 hull when an old Python can hold 100t in 222000m^3 which is 13,5% more only. I made a table with all original player ships:
Code: Select all
m^3 cargo
Adder 11000 2
Moray 40000 7
Cobra Mk I 47000 10
Fer-de-Lance 51000 12
Asp 59000 3
Cobra Mk III 186000 20
Boa 192000 125
Python 222000 100
Anaconda 430000 750
The Asp and the Anaconda are out of line also but these can be justify by specific design goals: Asp is designed for high speed so got big engine which leave small room for cargo, and the Anaconda has small engine and hypercargo (regarding this thread I like more an unique cargo tech than an unusable slow ship with average cargo).
The strong Rocket Drive (which give the name of this ship) provide high acceleration and max. speeds but at a cost of drawbacks, see in the readme.
You can read the story of the ship making here.
Furthermore you can try my idea about a Miner Cobra with 75t cargo but less energy, recharge and missiles.