so I had an idea for the carrack.

CRISS9000

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as a carrack owner, I, like many others, love the ship, and find its flaws very infuriating.

so I came up with a redesign of the internal layout.

keep in mind that this is just the first iteration - it is very crude and not well thought out at all. and I may or may not present this to the devs depending on input from all of you.

these illustrations mostly show the proposed changes. most of what's not changed is not shown.

Sub-Deck:
carrack design idea sub-deck.png

Habitation Deck:
carrack design idea habdeck v2.png

Technical Deck:
carrack design idea tecdeck.png

the bridge elevator would likely be replaced by a ladder, if not moved to the other side. I also intend for the main lift to be able to go down to the ground.

so what do you think? am I on to something? am i absolute trash? let me know.
 
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Richard Bong

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With 7 ground entrances, and 4 airlock entrances, not on the ground, I see no point in an additional entrance for a ship with a crew of 6.

Off setting the corridor is interesting but not, likely, practical. The lower deck is narrower and has less length than the second deck, so that wouldn't fit in the current ship exterior.
 
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CRISS9000

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With 7 ground entrances, and 4 airlock entrances, not on the ground, I see no point in an additional entrance for a ship with a crew of 6.
there is currently only one ground entrance. this redesign will have 2. I don't know where you pulled that 7 from...
Off setting the corridor is interesting but not, likely, practical. The lower deck is narrower and has less length than the second deck, so that wouldn't fit in the current ship exterior.
remember that these are not accurate proportions. these drawings are very crude and amateur.

Also, I added one for the technical deck.
 

Shadow Reaper

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The Carrack has long been criticized for its sole entryway. I think CIG promised some time ago to provide a fix. I doubt it will come before we see the modules.
 
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Bambooza

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It's an interesting take on the carrack layout but I do not see how it's much of an improvement on the current layout.


The one thing I am a huge fan of is if the allowed the main elevator the one in the back to go all the way to the ground. It seems like such a blunder given how much using the ramp currently is a pain
 
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CRISS9000

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It's an interesting take on the carrack layout but I do not see how it's much of an improvement on the current layout.
moving the armory and medbay forward makes accessing them more convenient, especially from the forward sections of the ship, such as the bridge or garage.

it also puts the armory right next to the airlock, which is far more logical than where the armory currently is which is far from the airlock.

let me present you with a couple of hypothetical scenarios.

say you're in the bridge and you want to deploy a team into the hijacked 890 from the currently existing mission. for immersion reasons you've deposited your guns in the armory.
currently the time it takes you to get from the bridge to the armory is long enough to justify just keeping all your gear on you, which people who really like their immersion would be averse to.
if the armory is moved forward, and you have an elevator that can fit the entire team in at once, it dramatically shortens the time to get from the bridge to the armory, and then you can pick your gear and prepare for deploying the infiltration team. and then you can get from the armory to the airlock and into outer space very quickly because it takes only a few steps and 2 doors instead of a few dozen steps and 5 doors.

another benefit is being able to get from outside the ship into the medbay very quickly, so if you are wounded, the chance of you bleeding out before reaching a medical bed is dramatically reduced. (and yes, I did have someone become downed several times on his way to the clinic while i was accompanying him, and I had to revive him every time)

it's all about cutting down time to get from one point of the ship to another.
 

Bambooza

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I could see some of this if the carrack was a drop ship or combat specialist where getting armed combatants geared up and deployed is critical but in the case of the carrack its out looking and scanning so by the time it has found something and traveled there the crew has had time to prepare to either take the rover or shuttle. Even if the ship is a large derelict ship from the time of first contact to deploying the docking collar would give the crew ample time to gear up. As for the medical bay there is a validity to making it easy access but I have to wonder from where is it most beneficial. From the shuttle bay or ramp or airlocks?

The other thing worth noting is that CIG has hinted that the gear to sit in anything beyond jump seats will require you to not wear armor and rifles.
 

CRISS9000

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The other thing worth noting is that CIG has hinted that the gear to sit in anything beyond jump seats will require you to not wear armor and rifles.
and when that's implemented in the game, you're gonna absolutely HATE having to go to the far end of the ship to get your gear. keep in mind you'll have to do it over and over and over again.

if the armory stays where it is now, you might as well drop it at the back of the bridge - I am absolutely going to do that so I can just re-equip it straight away.
fuck going to the armory when it's so far away.
 

Richard Bong

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there is currently only one ground entrance. this redesign will have 2. I don't know where you pulled that 7 from...

remember that these are not accurate proportions. these drawings are very crude and amateur.

Also, I added one for the technical deck.
Garage Ramp
Module 1 Starboard Ramp
Module 1 Port Ramp
Module 2 Starboard Ramp
Module 2 Port Ramp
Module 3 Starboard Ramp
Module 3 Port Ramp

The placement of the elevator is why it doesn't fit.
 
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Bambooza

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They can't currently be opened but they are there. How would you load cargo without ramps?
It is unknown if the modules will need to be lowered from the ship detached first to be opened for loading / unloading so using the same opening currently used to walk through them in the ship
 
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Richard Bong

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It is unknown if the modules will need to be lowered from the ship detached first to be opened for loading / unloading so using the same opening currently used to walk through them in the ship
I find the idea of having to offload the modules to load and unload them highly unlikely. The interior lower parts of the walls are textured as ramps.
 

Dirtbag_Leader

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Just let either the front or rear elevator go all the way to the ground and I'll be happy. I'm even ok with the inconvenient armory placement. This is an exploration ship so I shouldn't be needing to run back and forth from the armory both *frequently* AND *quickly.* Fly somewhere, land, then everyone is off of the bridge for a while, gets prepped, and THEN goes outside; normally not in a huge hurry. Ramps and/or doors for the cargo bays I think makes a lot of sense, but what I seriously want most is to KEEP the medbay as Tier 1! It's plenty big/equipped and for a top-of-the-line military exploration ship, I feel necessary. . . :/
 
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