About this mod
Adds a fleet of seven ships at a Unique POI set up as a sales lot where you can explore and buy the ships.
- Requirements
- Permissions and credits
- Changelogs
For now, we have a small fleet of custom vehicles we manufacture. We've just completed our Sales Dealership location in a beautiful secluded Jemison location. Our lead sales rep, Francoise, is posted in New Atlantis at the Spaceport ready to meet you and direct you to the Sales Lot location. She's stationed just across the ramp from the Ship Services Technician.
What to expect:
- Francoise is at the New Atlantis Shipyards with her own booth across the ramp from the ShipServices Tech.
- You can talk to her, and she'll tell you about the new unique POI, the Aardvark Shipyard Sales Lot.
- There's a Sales office with two terminals. One on the desk, that has the sales brochures (info about the ships), and one on the wall with the sales menu.
- Francoise will greet you at the Sales office, and provide more instruction.
- The Sales lot has seven new ships (technically 8, Francoise's shuttle is there, too) that you can explore. The ships should all be accessible and empty. If they are not, reload the game without the mod, then load again with the mod enabled.
- In each ship's cockpit is another sales terminal, so you can buy any of the ships right on the spot. (not just the one you're in)
- I will be there in the Sales Office as a ship services tech. You can customize your new ships right there, buy a vehicle, etc.. I'll sell you the ships directly, too. However, due to regulations and union rules, I have to sell them at full market price. (they're at a 40% discount if bought from the terminal)
- There's a 1% chance that a Crimson Fleet pirate boss encounter will drop a spare key (slate with terminal menu as per Sladyr's design) for one of the new ships. (Pirates! Am I right?) The "keys" to the ships are slates that show up in the "notes" category. When you back out of the slate view and inventory menu, a terminal will open, and you can claim the ship.
- The Sales Lot is Rev-8 friendly. There's a ramp down to the showcase to the left of the pedestrian stairs which are to the left of the sales office. If you drive like a crazy person and find yourself outside the railings of the Sales Lot, there is a ramp to get back up to the landing pad.
- If you don't want to bother with the Sales Lot, the ships are also available at the New Atlantis Ship vendor at full market price.
This is my first mod, so I'm still figuring things out. I've tested the mod, and it's working as intended, near as I can tell. Please let me know if you find problems.
I've flown around and explored the interiors of each of these ships and they are more than just eye candy; they work pretty well in use, too.
I consider functionality as well as aesthetics. For all of them I try max out the power, jump, weapons, and engines (within the limits of the design; a BIG ship isn't going to turn on a dime, no mater what engines I use). I try to have the dockers and loading bays enter either near the cockpit, or into/near a hab module with a nav console, so you don't have to climb a bunch of ladders (a couple are kinda tall) or wander around trying to go through five habs to get to the controls.
I use all nominal vanilla parts, so they are not mod dependent and you can change them up easily in the ship builder.
- I used Shipbuilder Framework while building this mod, so it would be required.
- Ship Vendor Framework
There are a few mods that I like to use for gameplay that go well with these ships. Though not required, the ships were designed and built with these mods in mind.
- The Fuel tanks as cargo mod will let you swap out some of those extra fuel tanks for liquid cargo tanks. This will improve the cargo numbers.
- Fuel Tanks as Cargo
- In that spirit, I also like the Useful Cargo Habs mod for the same reason. (You'll see several big and small cargo habs in these designs because I use this mod... and like big ships ;) )
- Actually Useful Cargo Habs (with Optional Relative Mass)
- Capturing bad guys and turning them in for bounty is fun for me, and more challenging than just pew-pew at everything. So a couple of these ships have infirmaries and armories where prisoners can be stored, and I recommend the Useful Brigs (and the associated support mods).
- Useful Brigs
- Also, you may like to add this for the tall ships:
- Alternative Cockpit Access From Ladders
Many MANY thanks to the CK tutorial creators, and MANY more to SadyrMachiba (who has an excellent discord channel with instructions and are really helpful and responsive to questions and helping new modders learn!) and rux616.