Shaggy
Vice Admiral
So I finally finished the Kamrani maxed out the stats and dressed it up nice. I tried recording a video with narration, I've only got the Steam recorder to go off of, but my microphone setup is pretty cheesy and kept cutting out so it's another silent video, PS there's a video link for the Venture on my other thread.
So I'll give you a text narration of the tour video to identify what everything is:
1) After entering on the ramp we go portside into the Command room with the mission computer (usable) and a map table for planning ground offensives. Then we move forward through the astronavigation section into the Captain's quarters. Then we head back the way we came to the Engineering Command station.
2) Then we move downstairs to the aft torpedo room with one tube and a mechanized arm for loading. Toward the bow we pass into the missile storage and loading room and then on to the forward torpedo room with two tubes and mech arms to load all the ordnance.
3) Up the stairs and past the bridge we come to the bar\cafeteria, where the signs of a particularly wild weekend on Firekka still remain. In the corner there's a usable food processor and I had to stay a bit reserved with other stuff because you can see how easy it is to hung up on things like tables and whatnot. Then it's over into the crew quarters where there's a rack for weapons and a locker room.
4) Then we're down the stairs into the cargo bay, which houses access points to my main storage containers shared between my frigate and bases. There's also three Atlas Pass 3 style containers that regularly spawn useful stuff.
5) We head back portward into the nursery\meditation chamber with sac venom and the closest thing I could find to Arakh trees. There's even a place to pray to Sivar, who knew he looked like a giant teddy bear?
6) Heading up two flights of stairs we come to the entry to sickbay but, before that, we turn left and go into the engine room. There's doorway to access the more volatile parts of the main engines (facade) as well as mechs to help care for all of the flashing and whirling black magic machines that makes the ship.
7) Then it's a quick jaunt through sick bay with usable healing nodes and shield rechargers.
8) Then we hustle back to the portside and up to the industrial deck, which house all of my refiners on this boat, I think I've got twelve or sixteen in there. Then we head on out, through the top hatch, to the cold cold embrace of space.
It took me awhile to decorate the whole ship because, usually, I'm looking to pack the most useful stuff into it, which doesn't take up as much room. The Venture was nice and compact, even in version two, but this was a bit of a bigger canvas. I mentioned before that I was having trouble plugging some holes in the architecture but, luckily, the last big expedition had Atlas themed parts that worked great on the one side and Hello Games added more parts that worked well elsewhere on the "holes" and I made the leading edges red to give it that sort of bloodied knife look because you know the Cats like that.
And if you didn't want to read all that I also included a picture of it hanging above CNS Alexandria for scale.
Kamrani Orbital Tour
So I'll give you a text narration of the tour video to identify what everything is:
1) After entering on the ramp we go portside into the Command room with the mission computer (usable) and a map table for planning ground offensives. Then we move forward through the astronavigation section into the Captain's quarters. Then we head back the way we came to the Engineering Command station.
2) Then we move downstairs to the aft torpedo room with one tube and a mechanized arm for loading. Toward the bow we pass into the missile storage and loading room and then on to the forward torpedo room with two tubes and mech arms to load all the ordnance.
3) Up the stairs and past the bridge we come to the bar\cafeteria, where the signs of a particularly wild weekend on Firekka still remain. In the corner there's a usable food processor and I had to stay a bit reserved with other stuff because you can see how easy it is to hung up on things like tables and whatnot. Then it's over into the crew quarters where there's a rack for weapons and a locker room.
4) Then we're down the stairs into the cargo bay, which houses access points to my main storage containers shared between my frigate and bases. There's also three Atlas Pass 3 style containers that regularly spawn useful stuff.
5) We head back portward into the nursery\meditation chamber with sac venom and the closest thing I could find to Arakh trees. There's even a place to pray to Sivar, who knew he looked like a giant teddy bear?
6) Heading up two flights of stairs we come to the entry to sickbay but, before that, we turn left and go into the engine room. There's doorway to access the more volatile parts of the main engines (facade) as well as mechs to help care for all of the flashing and whirling black magic machines that makes the ship.
7) Then it's a quick jaunt through sick bay with usable healing nodes and shield rechargers.
8) Then we hustle back to the portside and up to the industrial deck, which house all of my refiners on this boat, I think I've got twelve or sixteen in there. Then we head on out, through the top hatch, to the cold cold embrace of space.
It took me awhile to decorate the whole ship because, usually, I'm looking to pack the most useful stuff into it, which doesn't take up as much room. The Venture was nice and compact, even in version two, but this was a bit of a bigger canvas. I mentioned before that I was having trouble plugging some holes in the architecture but, luckily, the last big expedition had Atlas themed parts that worked great on the one side and Hello Games added more parts that worked well elsewhere on the "holes" and I made the leading edges red to give it that sort of bloodied knife look because you know the Cats like that.
And if you didn't want to read all that I also included a picture of it hanging above CNS Alexandria for scale.
Kamrani Orbital Tour