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Ilfracombe Base

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Ilfracombe Base
Offline Logan
01-14-2016, 12:43 PM, (This post was last modified: 05-15-2020, 04:56 PM by Logan.)
#1
Member
Posts: 816
Threads: 23
Joined: Nov 2014

WELCOME


[Image: 9GtYfSk.png]

ILFRACOMBE BASE


TECHNOLOGY MANUFACTURING


Sirius Technology Center was constructed year 822 A.S. by Professor Matt Williams to keep on studying the depths of Sirius systems and its anomalies that the researchers can't still figure out.



[Image: 233_zpse3e6pfsp.png]

THE FACTORIES


Sirius Tech Center is offering all kinds of equipment technology as we have unique factories which produces Cloaking Devices, Docking Modules, Jump Drives, Hyperspace Survey and our new technology that the scientists just figured out, the Cloak Disruptors.

The technology produced by the Tech Center is primarily used by the scientists in Sirius for their deep space explorations however these equipments can be attainable by civilians who will use it for a good cause.


LIST OF FACTORIES


[+]DOCKING MODULE FACTORY
► Docking Module : ► 120000000 S.C/UNIT
[+]DOCKING MODULE DETAILS
[Image: 220px-Br_radar_jammer1.png]

Docking Module
Cargo Space 5
Hit-Points 80,000

The Docking Module provides a self contained small space craft service and maintenance bay. Complete with inertia restraint fields and pressurised access for passengers and crew, this module is the preferred way to upgrade existing ship classes to allow small space craft operation.

This docking module may be fitted to any ship with sufficient hold capacity.

Vessels equipped with a Docking Module can allow 1 fighter or 1 bomber to dock to their ship per Docking Module equipped. No other class of ship can currently dock to vessels equipped with a Docking Module.

To dock to a vessel with a Docking Module equipped you first must be within docking range (200-300m); when in range merely press dock. This will send a request to the vessel with the Docking Module notifying him/her that you wish to dock. They must target you and type /allowdock.

• You cannot sell anything to the equipment or commodity vendors on the vessel you dock to.

• When you undock you will appear near the vessel you are docked with, even if it has moved between systems. If vessel you are docked with docks to a player base or NPC base and you undock, you will appear outside whatever base the vessel docked to.

• If the vessel with the docking module is killed, you will spawn 100k below the center of the map.

• To remove docked ships from your bays, type /jettisonship <shipname>. Shipname is case sensitive.
[+]CLOAKING DEVICE FACTORY
► Cloaking Device Mk1 (small) : ► 120000000 S.C/UNIT
► Cloaking Device Mk2 (medium) : ► 250000000 S.C/UNIT
► Cloaking Device Mk2 Advanced (large) : ► 350000000 S.C/UNIT
► Cloaking Device Mk3 (Transport) : ► 250000000 S.C/UNIT
[+]CLOAKING DEVICE DETAILS
[Image: 220px-Br_protective_armor.png]

Cloaking Devices allow players to cloak their vessels, rendering them invisible to the eye and removing them from the scanner. They require fuel to operate and are mounted on the Counter measure dropper hardpoint of a vessel. If a vessel does not have a hardpoint for a counter measure dropper it cannot equip a cloaking device.

Cloaking Device Mk I (small)
• Cargo Requirements: 25
• Cargo Hold Limit: 120
• Time to Cloak when activated: 3 seconds
• Fuel Consumption Rate: 8 Light Batteries per second while the cloak is active
This device is suitable for mounting on small ships such as Fighters, Bombers, Freighters .

Cloaking Device Mk II (medium)
• Cargo Requirements: 200
• Cargo Hold Limit: 900
• Time to Cloak when activated: 20 seconds
• Fuel Consumption Rate: 4 Light Batteries per second while the cloak is active
This device is suitable for mounting on Gunboats, and Cruisers

Cloaking Device Advanced Mk II (large)
• Cargo Requirements: 450
• Cargo Hold Limit: 900-2199
• Time to Cloak when activated: 60 seconds
• Fuel Consumption Rate: 1 Light Batteries per second while the cloak is active
This device is suitable for mounting on Battlecruiser, Battleship, Heavy Carrier, Dreadnoughts.

Cloaking Device Mk III (transport)
Cargo Requirements: 200
Cargo Hold Limit: 2200+
Time to Cloak when activated: 20 seconds
Fuel Consumption Rate: 1 Heavy Battery per second while the cloak is active
This device is suitable for mounting on transport ship

• Typing /cloak will activate the cloak and begin its Time to Cloak delay; when this delay is over your vessel will cloak itself. Fuel is consumed during the Time to Cloak delay.

[+]CLOAK DISRUPTOR FACTORY
► Cloak Disruptor Type-1 : ► 300000000 S.C/UNIT
► Cloak Disruptor Type-2 : ► 300000000 S.C/UNIT
► Cloak Disruptor Type-3 : ► 300000000 S.C/UNIT
[+]CLOAK DISRUPTOR DETAILS

Vessels equipped with a Cloak Disruptor will be able to uncloak nearby cloaked ships. The range of the Cloak Disruptor depends on the type.
• Usage: By typing /disruptor or by setting a key ( Options > Multiplayer .tab > Cloak Disruptor ON/OFF ).

Cloak Disruptor Type 1
• Range: 3k
• Hardpoint Mount: Snubs, Transports, Gunboats

Cloak Disruptor Type 2
• Range: 6k
• Hardpoint Mount: Destroyers, Cruisers and Battlecruisers

Cloak Disruptor Type 3
• Range: 9k
• Hardpoint Mount: Battleships, Carriers and Dreadnoughts
[+]JUMP DRIVE FACTORY
► Jump Drive Series II : ► 250000000 S.C/UNIT
► Jump Drive Series III : ► 350000000 S.C/UNIT
► Jump Drive Series IV : ► 450000000 S.C/UNIT
[+]JUMP DRIVE DETAILS

Jump drives are items that allow the vessel the are mounted on to jump to a pre-set destination or randomly. Jumping to a pre set destination requires the use of a Hyperspace Scanner. There is no range on how far a jump drive can move you, you're limited only by the coordinates that you have.

Jump Drive Module Series II

[Image: 220px-Ge_nano_weavers1.png]

The Series II Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass.

• Cargo Requirement: 0
• Jump Type: Single ship
• Powercore Requirement: 3,600,000
• Charge Time: 60 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second.
• Ships that can use: Battlecruisers and light carriers & Battleships, dreadnaughts, and heavy carriers

Jump Drive Module Series III

[Image: 220px-Rh_nano_weavers2.png]

The Series III Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of significant size and mass but uses massive quantities of fuel.

• Cargo Requirement: 0
• Jump Type: Single ship
• Powercore Requirement: 7,000,000
• Charge Time: 30 seconds
• Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers

Jump Drive Module Series IV

[Image: 220px-Rh_toroidal_nuclear_drive.png]

The Series IV Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurable small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source.
This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass and uses massive quantities of fuel. It also will force other ships near to the jumping ship into the wormhole and so can be used to move fleets of capital ships.

•Cargo Requirement: 0
• Jump Type: Multi Ship
• Powercore Requirement: 7,000,000
• Charge Time: 200 seconds
• Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.
• Ships that can use: Battleships, dreadnaughts, and heavy carriers.

Typing /charge will begin charging the drive, fuel is consumed at this time. Once the charge reaches 100% it will hold there and continue to consume fuel until you type /jump at which point you will jump. If you entered hyperspace coords using the /setcoords <coords> you will jump to that location; otherwise you will perform a blind jump to a random location. When you use the /setcoord command, it will confirm the location (system) in which you will be jumping to, if you enter the coords incorrectly or they are out of date, you will get a parity error.
[+]HYPERSPACE SURVERY MODULE FACTORY
► Hyperspace Survey Module Mk1 : ► 250000000 S.C/UNIT
► Hyperspace Survey Module Mk2 : ► 300000000 S.C/UNIT
► Hyperspace Survey Module Mk3 : ► 400000000 S.C/UNIT
► Hyperspace Matrix Module Mk1 : ► 450000000 S.C/UNIT
[+]HYPERSPACE SURVERY MODULE DETAILS

Hyperspace Survey Modules are used to take hyperspace surveys. These surveys provide a coordinate that can then be used by a ship with a jump drive to jump to that location. Hyperspace Survey Modules mount on Equipment Type 1 (located under external equipment) hard points on vessels. While your vessel may have this hard point, your vessel may not be able to operate these devices due to power core requirements. Many players refer to Hyperspace Survey Modules as Hyperspace Scanners.

Hyperspace Survey Module Mk1

[Image: 220px-Co_stealth1.png]

The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk1 module is the smallest module available and takes the longest to complete a survey. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 7 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 800
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days (Length of time before the survey's coordinates are good for)
• Survey Accuracy: 60k

Hyperspace Survey Module Mk2

[Image: 220px-Co_stealth2.png]

The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk2 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 600
• Powercore Requirement: 100,000
• Run Time: 100 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 30k

Hyperspace Survey Module Mk3

[Image: 220px-Ku_stealth3.png]

The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk3 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days.
Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient.
• Cargo Requirement: 400
• Powercore Requirement: 100,000
• Run Time: 1000 seconds
• Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
• Survey Life: 30 days
• Survey Accuracy: 10-15k
[+]HYPERSPACE SURVERY MODULE MECHANICS DETAILS


Hyperspace Survey Module Mechanics


In order to get a set of hyperspace coordinates you fly out to the location you want to be able to jump to and then use the following command.


Code:
/survey

Any movement will cause the survey to fail. If you run out of fuel for the module the survey will fail. Will the survey completes it will produce a Hook message like this:

[Image: Fqm0q.png]

In order to jump to this location, you must set your jump drive's coordinates to this location. You do so using this command:


Code:
/setcoords <coords>

Where <coords> is the coords produced from the survey. You must use this command in space; using it on a base and then undocking will cause the coords you set on the jump drive to be reset to default: none. If you attempt to jump with no coords set it will display this warning:

[Image: Efnzu.png]

If you jump with no coords set, you will perform a Blind/Random Jump. This means you could potentially jump to any system in the game and any location in said system. Be aware, this means you could jump to Bastille, New Cambria, or New Angelina. If you jump to any of those three systems your will immediately die. There is a risk of jumping directly into a planet or sun when performing Blind/Random Jumps. If you entered your coords successfully this Hook message will appear:

[Image: hN4kg.png]
[+] HYPERSPACE MATRIX MK - 1 MODULE DETAILS
More info
Click here to submit an order



[Image: 236_zpst7fnfphy.png]

THE COMMUNICATIONS CENTER


The Communications Center is where all the data sent or received between our Research Facility and all Sirius entities, using its wide range satellites to send, receive any incoming transmission all across Sirius. This is where also the production plans being discussed and implemented. Showing the Core upgrade in the middle which is the mainframe of the base.



[Image: 237_zps7mn9iqsv.png]

THE ARMORY


The Armory is where all the weapons and ammunitions are being kept. Sophisticated weapons are available in this armory that only exists in few facilities in Sirius. Civilians are allowed to attain these sophisticated technology but these technology also called as CODENAME weapons are very rare because of its unknown origin and manufacturer, which can only be found in vessels wreckage. Scientists are still finding out how these technology is being built.



[Image: 235_zpsy9pngnnu.png]

THE AIRLOCK


Even though civilians are allowed to obtain the technology manufactured by the Sirius Tech Center, docking is still prohibited and must acquire docking rights from Sirius Tech Center administrator. Also this air lock requires Identification biometrics to identify if the entity's reputation is clear or not.


[+]AIRLOCK DOCKING ACCESS REGISTRATION
[+]APPLICATION FOR INDIVIDUALS

Code:
[font=Courier New][size=large]
[color=#00FF00]Full Name[/color]: [color=#FFFF00]Full Name Here[/color]
[color=#00FF00]Ship Name[/color]: [color=#FFFF00]Please Insert Ship Name Here[/color]
[color=#00FF00]Identification[/color]: [color=#FFFF00]Please Insert Your ID Here[/color]
[color=#00FF00]Docking Reason[/color]: [color=#FFFF00]Please Insert The Reasons for Docking Permission[/color]
[/size][/font]
[+]APPLICATION FOR GROUP PERMITS

Code:
[Size=large][Font=Courier New][color=#00FF00]Your Group's Full Name :[/color] [color=#FFFF00]Insert your Group's Full Name Here[/color]
[color=#00FF00]Your Group's TAG :[/color] [color=#FFFF00]Insert your Group's TAG Here.[/color]
[color=#00FF00]Is the Organization's TAG Protected? :[/color] [color=#FFFF00] This ''Must'' be answered with: Yes / No. Insert Yes / No Here[/color]
[color=#00FF00]Proof of your Group's ID and IFF:[/color] [color=#FFFF00]Insert  your Group's ID and IFF Here[/color]
[color=#00FF00]Your Reasons for Applying :[/color] [color=#FFFF00]Insert your Reasons for Applying Here[/color]
[/Size][/Font]
Note: Docking rights can be given depending on the diplomacy of the applicant to the Bretonian government.


[Image: Untitled-1_zpsous9omuf.png]

ACCESSIBLE FACTORY


Sirius Tech Center decided to open some factories for public for their chance to obtain some new equipment's.



[+]COMMODITIES INFORMATION
List of commodities based on the nearest location


COMMODITY: PLASMONIC METAMATERIALS PRICE: 500 BASE: GRAVES STATIONSYSTEM: DUBLIN OWNER: BMM
COMMODITY: TUNGSTEN PRICE: 239 BASE: PLANET HARRIS SYSTEM: TAU-31 OWNER: PLANETFORM INC.
COMMODITY: TUNGSTEN PRICE: 1311 BASE: PERPIGAN SPACEPORT SYSTEM: ROUSILLON OWNER: THE COUNCIL
COMMODITY: SUPER ALLOY PRICE: 299 BASE: SCARBOROUGH STATION SYSTEM: NEWCASTLE OWNER: BORDERWORLDS EXPORTS
COMMODITY: MAGNETIC SUPERCONDUCTORS PRICE: 350 BASE: AMES RESEARCH STATION SYSTEM: KEPLER OWNER: ZONERS
COMMODITY: MAGNETIC SUPERCONDUCTORS PRICE: 350 BASE: ROCHESTER BASE SYSTEM: NEW YORK OWNER: JUNKERS
COMMODITY: REINFORCED ALLOY PRICE: 250 BASE: PLANET NEW LONDON SYSTEM: NEW LONDON OWNER: BR POLICE
COMMODITY: REINFORCED ALLOY PRICE: 250 BASE: TRAFALGAR BASE SYSTEM: NEW LONDON OWNER: JUNKERS
COMMODITY: IRIDIUM PRICE: 598 BASE: FREEPORT 11 SYSTEM: OMICRON DELTA OWNER: ZONERS
COMMODITY: ENERGY FIELD EQUIPMENT PRICE: 3331 BASE: MACTAN BASE SYSTEM: MAGELLAN OWNER: LANE HACKERS


[+] NOTICES
After the equipment being built it will show in the equipment for sale list .


However the Reinforced alloys will be provided by the administration for some reasons. So, any reinforced alloys needed for production will be shouldered by administrator.



THANK YOU FOR VISITING SIRIUS TECH CENTER.


[Image: gisTllO.jpg?1]


Ilfracombe Base page, Wiki page, Vendors Shop page
A Pretty Helpful Tutorial Database, Base supply chain, Mining Guide, Base Guide



Reply  
Offline Aeron Chavez
05-31-2016, 03:00 AM,
#2
Member
Posts: 55
Threads: 5
Joined: Jan 2016

[Image: kOGRJDy.png]

Communication channel opened...




First Name(s): Aeron
Second Name(s): Chavez
Ship Name(s): BMF|Aeron_Chavez
Identification: BMM
Docking Reason(s): For trade purposes and supply base of needed comodity




Regards

Aeron Chavez
Reply  
Offline Logan
05-31-2016, 12:45 PM,
#3
Member
Posts: 816
Threads: 23
Joined: Nov 2014

INCOMING TRANSMISSION
[Image: RJwrT7K.png]
ILFRACOMBE BASE

Aeron Chavez, Captain of BMF vessel.

Your docking access granted. You are now clear to land.


TRANSMISSION END


[Image: gisTllO.jpg?1]


Ilfracombe Base page, Wiki page, Vendors Shop page
A Pretty Helpful Tutorial Database, Base supply chain, Mining Guide, Base Guide



Reply  
Offline Logan
11-15-2016, 05:32 PM,
#4
Member
Posts: 816
Threads: 23
Joined: Nov 2014

Station Information Update Data Pulse


[Image: gisTllO.jpg?1]


Ilfracombe Base page, Wiki page, Vendors Shop page
A Pretty Helpful Tutorial Database, Base supply chain, Mining Guide, Base Guide



Reply  
Offline Trakais
07-04-2019, 06:54 PM,
#5
Member
Posts: 235
Threads: 40
Joined: Dec 2008


Full Name: Mr.John Trakais
Ship Name: SpaceExplorer
Identification: Orbital Spa & Cruise
Docking Reason: As a osc mechanic i need various ship equipment. Sometimes im doing trading there in bretonia, so this place looks worth to check in. Maybe even help with some supply runs.
Reply  
Offline LEXUS
06-19-2021, 09:04 AM,
#6
Member
Posts: 23
Threads: 5
Joined: May 2021

Full Name : LEXUS
Ship Name : PARRALLAX
Identification : Universal Shiping
Docking Reason : For trade purposes
Reply  
Offline LEXUS
06-19-2021, 09:06 AM,
#7
Member
Posts: 23
Threads: 5
Joined: May 2021

Full Name : LEXUS
Ship Name : PACALA
Identification : Corsair
Docking Reason : For trade purposes
Reply  
Offline Gabriel Hunter
01-08-2022, 06:51 PM,
#8
Member
Posts: 9
Threads: 1
Joined: Dec 2021


Full Name: Razvan Gabriel
Ship Name: Razvan_Gabriel
Identification: Freelancer
Docking Reason: Trade purposes
Reply  


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