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Difference between revisions of "The Barge"
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==Hardpoints== | ==Hardpoints== | ||
− | *7 [[Class | + | *7 [[Class 4 Turrets|Transport Turrets]] |
==Purchase Includes== | ==Purchase Includes== | ||
{{Spoiler| | {{Spoiler| |
Revision as of 17:33, 19 February 2012
This article has not been verified to be up to date for the latest version of the Discovery mod. The last edit was made on 19.02.2012 (DD/MM/YYYY). You may help by updating it, often by using the code generator.
The Barge | |
Ship Class | Transport |
Built by | Civilian |
Technical information | |
Guns/Turrets | 0 / 7 |
Opt. weapon class | 7 |
Max. weapon class | 7 |
Other equipment | |
Hull strength | 1,700,000 |
Max. shield class | 7 |
Cargo space | 40,000 units |
Nanobots/Batteries | 800/800 |
Max. impulse speed | 25 m/s |
Max. thrust speed | Thruster not available |
Max. cruise speed | 350 m/s |
Power output | 90,000 u |
Power recharge | 7,500 u/s |
Additional information | |
Ship price | $500,000,000 |
Package price | $502,082,250 |
WARNING: DO NOT ATTEMPT PLANETARY LANDING UNDER ANY CIRCUMSTANCES.
Designed and manufactured to serve in dark corners of space where the closest friendly base is but a memory; the Barge is a mobile factory, station and refinery designed to operate independently of external support..
Staggering operational and manufacturing costs prevent vessels of this type from being used for any but the most specific and urgent need, as its sheer bulk of size and intense jump hole destabilizing gravity well prevents it from being utilized in any environment but deep space.
Handling
- This ship is too large to use docking bays, it must use mooring points.
Being the currently largest mobile entity in Sirus, it is also the currently least mobile mobile entity in Sirius. It moves at a maximum of 25 meters per second on impulse(that means reverse ,too), a maximum of 260 mps in unassisted cruise, and a maximum of 310 mps in formation cruise. It takes 5 minutes to charge cruise engines.
Angular mobility is so poor that it would likely be of negligible practical use knowing how poor it actually is. It should be noted, however, that the most practical unit of measurement is minutes, not seconds. The only movement measurable in split-seconds when it comes to the Barge is how quickly it will flip when rammed.
It is a common misconception that the Barge cannot dock with any planets. All planets can easily be docked with using the very top of the Mooring Fixture. The potential problem lies with the planetary launch as some planets are stubbornly uncooperative in this regard. The damage the Barge takes during undocking from a planet varies greatly; some planets are perfectly safe to undock from, some deal a modicum of damage, some deal massive damage, and some will destroy even the most robustly armored Barged. There is some inconsistency between SP and MP in this regard, as with most when it comes to the Barge and other ships with special code behind them.
Docking with Trade Lanes is possible and involves much the same techniques as with other moderately large ships such as Super Trains/Transports and capital ships. Approaching the Trade Lane ring head on at full speed and engaging the dock command mere meters away often gives good result as momentum will carry the ship into position and accelerate to Lane speed within moments. Due to the extended time it takes the Barge to charge cruise engines, this technique is usually best employed in one, or both, of two ways: (1) charging forward at max impulse speed (25 mps) in cockpit view and engaging lane dock as close as humanly possible to the dead center of the ring, or (2) charging cruise at the first ring and aiming for the next one along the lane segment.I should admit that the "strafe upwards"and "strafe downwards"buttons really help to align. If you miss a segment of the Lane - do not try to turn around, just reverse (strafe up ,down ,left or right)or just aim for the next segment.
Docking with Jump Gates is relatively straight forward, arguably easier than the same with Super Trains/Transports or capital ships. Place the Barge so that its antenna is between the gate clamps a little further. Engage the gate dock and hope for the best. If the clamps jostle the Barge to the side,try "/stuck" or abort and realign with a little more space between the barge and gate. You may have noticed that some long ships don't need to fully enter the jump gate before docking, this is just as true with the Barge but more exaggeratedly so.
Docking with stations is easy but it requires some docking preparations.First , you have to know the docking points of various stations.Most stations have a control tower.The docking point of those stations is the center of the control tower body.Align the Barge ,so the engines on the back are a little lower than the nose of the barge,touch the middle of the control tower with the antenna on the front and hit dock.If you fail just aim a little bit lower.Bases like "Toronto Station" has another trick. As we all know the base docking points are the both ends of the "C-shape" part of the base - with the small yellow things. Just aim for that section, nose up ,back down and dock from a further distance.Docking from a direct contact fail. Experiment until successful.Autodocking to a station with this model is unsuccessful for me till now (it goes into a loop).
Be patient when flying the Barge and the handling will neither surpass nor fall short of your needs.
Go out into the universe, grasshopper, and barge calmly and intrepidly through all those who stand in your way. Just be sure to ask them kindly to move out of your way first and you'll be fine.
Hardpoints
Purchase Includes
Spoiler: |
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Availability
Only given via Admin
See the forum topic for more details.
Origin
Modeled by jinx
Edited by Batko