Overview
How to make an Aircraft Carrier & how to act if docked at one alongside a blueprint
Intro
Welcome to my guide on how to make a properly functioning Aircraft carrier. I had created this guide for any newer players that ever so happened to be swept up on the fact that Bossa will shut down the games servers in an “End of the World” in-game event. Sound horrible for anyone who hasn’t even bought the game as to purchase it now. This guide has been in years in the making (due to procrastination) yet has been rushed for those wanting to have achieved something in this game other than it being a useless relic. I hope you enjoy your time as to hear your thunder whenever we meet.
Building your first carrier
Your first carrier landing attempt is probably going to be clipped, to be honest here, but dont stop there. Ships will get clipped, 1k stacks will be lost & meditation will ensue, just dont give up at your first failure (and have a lab so no one messes with your tests)
So, you have probably heard and/or had seen my comment out in the web on how the devs are trying to not go broke here. I feel that and had made this in response, enjoy your time out in the skies and leave Sir Discourse of the Salt Flats to keep heads on the stable.
The basis on how to build an Aircraft carrier is simple, crash something into another until it fits just right. Its easy enough to do just that, but “If you can walk away from a landing, it’s a good landing. If you use the airplane the next day, it’s an outstanding landing” -Chuck Yeager
First, you have to figure out how you are going to approach its build process.
Should it be:
Overhead dock points that can be made into small pods of stairs or a runway/rail of stairs so others can quickly leave at any sign of danger, but you cannot move as to lose the ship or leave it stranded mid-flight.
Mid-Ship dock point(s) that could be reused to fit multiple ships or a singular ship, has the possibility to clip to another ship and sink both. Maneuverable to certain degrees and can eject mid flight
Underbelly dock point that, although untested by me, could be worded and taken differently by others to mean more interesting docked ships. Interpret as you like.
Then, what kind of availability to strangers or crew members alike.
Such as:
Trade point as a mostly idle ship with vast inventories in a safe trading zone
Military base to eject ships for combat operations, defensive abilities or pirating
Med bay for repairing ships, resupplying fuel, or a ferry for a reasonable fee to be paid before entry
Floating island as a permanently idle ship that is to be used as any other island, but with no resources or meaningful decks (that shouldn’t be harvested anyway)
And finally, what ships would you be comfortable with having.
In the likes of:
Small ships similar to the ones you start off with at the beginning of the game
Middle classed ships similar to some that are fully upgraded to have a hull that has all panels possible attached
Large ships that look like a chunk of an island decided to become sentient (Only overhead docking points, logically)
Now its time to design, as design isnt really that important, just have in mind the maximum length, width, & height as its supposed to be Big. Real Big.
Materials should be ranging from
~1200 for decks to ~6700+ for decks
~400 for beams to ~700-850 for beams
Trimming is an important skill in trying to build Aircraft Carriers as early on, you just arent going to have enough strength for your reactor. The best method on trimming excess off of your ship is from greatest to least needed:
Overlapping Parts that sometimes fizzle thanks to the graphics
Triangles shouldnt interfere with main function
Excess from both Left & Right sides size of a deck cut in two
Lowest Deck due to potential use depends on ammt. of use, otherwise top deck
Docking Deck for repair holes
Everything Else until its bare, then recycle and try again
How landings should work
Next up is landing a ship onto another. It should be fairly easy if you drag it inward but text-to-action doesn’t work for everybody.
First have your ship aligned (UNLIKE SO)
A bit better, but can fit
Get close to each other by dragging, increasing or decreasing altitude, turning on engines ect.
And Touchdown, but there is more to learn here
Its too wide, thus being able to fit yet can eject at the slightest issue
It also touches down at a specific point (where I block the view, L on my part) and not a general area or several points, possibly creating more issues than before.
And as a Very Basic runway/rail overhead dock point, can be shoved off or left to float at any issue
Etiquette
For a moment, imagine you are on an island and you just saw someones shipyard, and you enter it as they are building or adjusting something on a PvP server. Thats the feeling of docking without permission, and generally super weird. Always announce your presence and request as docking shouldn’t be taken lightly, as you and the crew inviting/allowing your request could lose their inventory with a snap of a clipping glitch. If not offered, its of your best interest to stay on your vessel once allowed or offered a trading room to reside in. Ask for a trading room at your own discretion, for some may not have any. If the appeal to pirates for both of your vessels ever happens, cover fire must be provided by the docked ship for room & board to the fleeting carrier vessel until a suitable ship for both parties is obtained. This includes reproduction of a vessel until completion. A crew can cover for an absent member if such issue occurs. It is possible to be denied docking, and should be honored. It is extremely disrespectful to hold up operations of a carrier vessel for docking permissions or looting. It is highly advised for both ships guns to be trained upon another if a feeling arises of a potential hostile zone.
“The Last Job” schematics
Before I will let you delve deeper into the very small and very useful crew ability of carriers in ones fleet, here is a schematic to build with a crew thanks to its spacious size and capability. The name of the schematic is called,
The Last Job
as to emphasize on the fact that Bossa will be shutting down W.A. and as to be the last aircraft carrier most players will build due to its immense size. I had also streamlined its build approach for easy replication, but not its material cost as its endgame achievement would have faltered
Preview of The Last Job
Front view
45 degree right view
Depth based top view
Curvature pins for top deck
Good Luck within building this ship. Before I let you go I would like to remind you that although you can build a carrier at any stage of the game, weight will always be your 2nd biggest opponent as time takes number one. To hearing your thunder.