• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

My Type-S build

Having fun making it work out.
Hoping that since it's for personal use nobody's going to get upset about copyright. I'm not planning on selling this, just going to use it to run some online Traveller RP.

https://www.youtube.com/watch?v=z9yFN66Wr98

I'm working through all the tiny fiddly-bits - each system tracks it's own damage, power levels, heat, which power bus it's plugged into, etc.
Consider it a flight simulator for the Type-S which lets more than one person play. Control panels on the pilot, co-pilot and computer stations work, still need stuff added and fiddled. Adding more panels in the cockpit as I go along.
Turret has it's own limited panel, that's mostly uncoded right now.
In the Engineering bays, you can click on a device and work with it. Eventually, you'll be able to swap out parts and the repairs will be more than just "click button on menu"

Aiming for June to run the first RP sessions...
 
Having fun making it work out.
Hoping that since it's for personal use nobody's going to get upset about copyright. I'm not planning on selling this, just going to use it to run some online Traveller RP.

https://www.youtube.com/watch?v=z9yFN66Wr98

I'm working through all the tiny fiddly-bits - each system tracks it's own damage, power levels, heat, which power bus it's plugged into, etc.
Consider it a flight simulator for the Type-S which lets more than one person play. Control panels on the pilot, co-pilot and computer stations work, still need stuff added and fiddled. Adding more panels in the cockpit as I go along.
Turret has it's own limited panel, that's mostly uncoded right now.
In the Engineering bays, you can click on a device and work with it. Eventually, you'll be able to swap out parts and the repairs will be more than just "click button on menu"

Aiming for June to run the first RP sessions...
I see that your YouTube username has "cutter" in it.Are you a Coastie?
 
Major stuff in the last few days -

Life support is now partially working - it tracks people in different parts of the ship, and applies changes on ppO2(Partial Pressure oxygen) and temperature in the cabin atmo, plus dust/dander/humidity. Separate panels in each area show overall air pressure, ppO2, Temp. Primary and Secondary life support in engineering distribute oxygen, scrub CO2, clean air, etc. Reserve N2,O2,Water tanks in place, but not coded to do anything yet. Stub code in place to put humidity condensed out into the water system. CO2 scrubber works, but haven't coded changing cartridges, so when it finally goes I'm screwed. Haven't created cartridge object that you can take over to the nanofac and have it scrape the carbon out. Air filter for particulates coded, but again no way to clean or replace. Resetting the script works for the moment.

Started work on a "health meter" that goes on avatar, causes various effects as environment changes. For example, low O2 causes vision to tunnel and black out. Health meter does store UPP and skills, plus other stuff. This device will also handle combat damage and some other good stuff (using skills in non-combat mode, for example)

Fuel consumption by fusion reactors works. Need for initial power surge to start reactor is partially implemented.

Coolant system now works. Radiator works. Fusion reactors "fault" and sometimes catch fire when coolant does not flow.

Batteries work. Power bus works. Power bus can be fiddled with by going into the engineering bay and using cryptic menu commands to do engineer stuff.

Shore Power now works - there's a panel on the outside of the ship that let's you run a cable to a connector on the landing pad and pull 250Mw from groundside, and shut down the fusion reactors aboard ship.

Control panels on the bridge have been added, but not all of them are "wired up"

More detail on the M-Drives (more prims). Planning on using the additional prims for more options when doing maintenance and repairs. M-Drives now tie into the power bus, and can be switched between busses... from the drive. That part of bridge control panel not wired up yet.

Air/raft built and fun to fly. No detail work on it at this point - you get in, you drive it. I'll probably copy and modify the ship battery scripts and a few other things eventually so you can have exciting "repair the air/raft before the natives catch us" adventure action.

Sketches but nothing definite on orbital flight, figuring out how to match speed with stations, satellites and such.
 
Is this Second Life or Open Sim?

In Either case, Baroun, we should talk, I have been building a Beowulf for a while and like your ideas a lot.

If you can contact either Gilbert Buchanan in Open Sim and/or Discovery Grid, or GilbertBuchanan Resident in SL, I will show you around the Harriman.

Update: says right there, Open sim. Still would like to talk to you.
 
Open Sim, Kitely .

grid.kitely.com:8002:House Tardis Zone
"Baroun Tardis"

Now I have to remember how to track down a person by name... and I wonder if it goes across OS like in SL ?
 
One of me found you via OS search, and sent you an LM to Mare Drakonis.

I have been working on importing the bits into SL and presently the SL one is more there than the OS/DG one. It is just a matter of uploading to the different grinds

The people search function seems to be grid specific. Can't search for you on DG, but can on OS.
 
Discovery Grid, Mare Drakonis Sim, at 1111, 975, 4001

The Second Life version is at Al Raqis Sim 101, 91, 3800
Al Raqis is playing the part of Fergus 4, (Reaver's Deep 2014)

The SL version is the more complete one now, but still a work in progress

Sent LM again, but if it doesn't get through, try manually
 
Made it to Mare Drakonis - but the area is huge.... where's the Beowulf?
Duh, you put the numbers in your post...

Nice build!
Love the landing legs
The staple ladders on the bulkhead have a really good feel to them. I like the industrial coloring on things. The yellow paint on railings and such feels right
The staterooms with the fresher in between are cool.
Is the bridge intended for people to literally stand watch? that has a very navy/cruise ship vibe

I think you got the fuel bunkerage more right than I did - I deliberately made the fuel tanks smaller for more cinematic headroom and ease of play, and deliberately changed the hull shape flatter for the same reason...so I think you got the hull shape more by the book than I did.
All in all, a pretty cool build!

Come visit when you get a chance - I'm at grid.kitely.com:8002:House Tardis Zone , landing pad at (400, 280, 21)
The airlock door is auto-locked for crew only - but I left the cargo bay inner and outer doors open. That'll let you get anywhere but the bridge. Security is crew only there on the door.
 
Last edited:
She is still under assembly, the pilot seats I have been having trouble with and not happy with.

The lower deck staterooms are the crews, the upper deck that is mostly bare is the passenger deck.

The "yellow paint" is supposed to be brass. :)

still needs a lot of texture work
 
Back
Top