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NSS HORIZON: The NT fleet's longest and most lengthy cruiser.
#1
It's probably time to make a thread for this ship, since it's safely past the "bad idea"/experimental stage. 

It's now a fully fledged error, an enormous blunder, a fiscal and metrological nightmare. It's a long boat. 

Current Features™: 
- Very Long!
- Horizontal widescreen room design, to take better advantage of 16x9 aspect
- Tubes what takes you from here to there! 
- No mail system. tube yourself instead. 
- Off-Limits QM warehouse on the port nacelle, away from pranksters- QM front office up front near EVA & Customs! 
- Quiet low-lying starboard nacelle for medical research which doubles as a secondary medbay, protected if the main bay is bombed. 
- Vacuum-Isolated burn chambers for long-round comfort, and safe hellburns for RP. 
- Patented luxury automatic trial & processing system: never touch a dirty con from bail denial to execution! 
- Sports Bar & Boxing Gym combo. 
- Asteroid Belt Salvage setting, bits and chunks 2 explore. 
- Clown Emporium


map image:
(debris belts only partially filled)
[Image: horizon.png]



Please take a minute to leave scathing reviews so i can get all the stupid shit steamrolled out of it.
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#2
I feel that having a TP pad in the QM area near customs would be large QOL enhancement for getting crates there, unless you can shove them in the pipes. Do the pipes have a normal repressurization timer as disposals or are they faster at sending multiple things? Very fun map when I played the other day but didnt think to check these things big grin

I really like your disposals setup, the little exhaust chute with stuff coming out behind the ship is neat
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#3
Adding a TP pad to he front-office is absolutely on my list of improvements, need to go add that in the code so I always forget to get around to it. Making a note here to throw that in. 

I'm not sure about how to go about adjusting the repressurisation speed myself, but it's also up there- 
in fact, Kyle made a handy patch specifically for this setup, Right Over Heare, so that's going to be a thing in the merge. 

I'm fairly certain crates cannot be shoved into industrial chutes, but that could also be a hilarious patch- entire closets and refrigerators flying out of tubes.
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#4
(12-04-2018, 08:42 AM)John Warcrimes Wrote: I'm fairly certain crates cannot be shoved into industrial chutes, but that could also be a hilarious patch- entire closets and refrigerators flying out of tubes.

There's floor chutes which you can empty crates into! You might be able to suck the crate into it as well.
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#5
Why exactly, on the isolated (as in you can't walk from the ship to it unexposed) AI nacelle, are there manually controlled air valves which supply air to various parts of the ship, as well as just one reserve tank?

It would appear as though spacewalks are necessary to repressurize sections of the ship, as the AI can't manually control the valves. As a suggestion, it may be worth removing one of the telecommunications dishes, moving the remaining one to just in front of the ship (to the left of the Mineral Magnet), and filling the empty space with emergency repressurization equipment. Another dish could also be added at the stern of the ship, between the two lattices in the space between the two burn chambers.

Also, the PTL is pointed directly at the pod navigation/teleporter beacon at the stern of the ship.

It's a very nice design so far, but those are two flaws I've noticed.
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#6
You have a good point about the fore repressurisation equipment being in kind of a shitty spot. I Think I'm gonna go with your suggestion and move the com dishes around to accomodate that.

The way the dishes are curently inset actually just stems from a much earlier draft of the ship, where the nose was a restricted area, so bottlenecking there made a lot of sense, but now, less so.

Probably going to put the primary dish directly ahead of the magnet, behind the rock shield.

Secondary might end up in the space between science and engineering, or directly on the AI nacelle (and so technically not connected to the ship's network, would need to have the catwalk cable mended, or have commaster installed on a computer on the nacelle.)

PTL / beacon interference is a total oversight, thank you, fixing that now.
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#7
Some things I noticed that could be changed/added/removed:

Quarantine blast doors for Virology and the Monkey Pen (for RP and also when monkeys go berserk because the geneticist looked at a monkey the wrong way)

There is no mop bucket in either custodial closet. The Janitor's Union is displeased and will lube your floors until this is rectified.

Blast doors probably should be added to Telescience

I'm not sure if it's supposed to be, but the Toxins Pump Control Computer isn't actually connected to the network via cable.

Also I'm not sure if the power monitoring console in the Chief Engineer's office is connected to the network either.

There are no document scanners in Science. This oversight will result in much paperwork from the Counsel of Bureaucracy until rectified.

Maybe a table/rack of spare tapes, networking guides, and other networking-related stuff should be added to the computer core?

Also I really like the ship in general, but these are just some nitpicky issues I saw.
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#8
Looking at the wiring for the AI boat, it looks like the wiring is not connected to the main ship. Is this intended? On the plus side it means that the AI ship would be immune from any powersinks on the main ship, but would the QM and medical ship solars provide enough power on their own to the main ship if no one set the engine up?
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#9
(12-07-2018, 07:09 AM)Recusor Wrote: Looking at the wiring for the AI boat, it looks like the wiring is not connected to the main ship. Is this intended? On the plus side it means that the AI ship would be immune from any powersinks on the main ship, but would the QM and medical ship solars provide enough power on their own to the main ship if no one set the engine up?
Yes it's totally intentional, to keep the AI independantly powered (and very overkill-ly so) but the leads reach out onto the catwalk to make it easy to wire in, if necessary. 

The nacelle solars, even with the starboard array in a damaged state, are more than enough to power the idle ship if configured correctly. With the SMES configured as-is at roundstart, they only trickle power, and the damaged array requires a spacewalk, or cooperation from medbay to access. I feel like these are appropriate hurdles to make powering the ship a non-zero activity, but also make it very friendly to multi-hour RP rounds. 

Being heavilly concentrated, with power flowing to the main body though the potentially vulnerable nacelle hallways I believe also adds an acceptable level of risk, If an enterprising young traitor wants to turn out the lights they could do so with two pipebombs and a wirecutter fairly reliably, from space. 

@Aft2001 i'm in the process of correcting a few issues you pointed out and will reply when i've got the new image to show for it
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#10
very cool, glad to see the level of thought youve put in!
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#11
I currently spend at least a dozen hours mapping for every hour of actual spessmanning this has taken over my entire leisure budget.
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