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Corvus Industries, a Merc Carrier and Its Flight of Birds#212

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RemervKeberb wants to merge 10 commits into
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RemervKeberb:Corvus-Industries
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Corvus Industries, a Merc Carrier and Its Flight of Birds#212
RemervKeberb wants to merge 10 commits into
Triad-Sector:mainfrom
RemervKeberb:Corvus-Industries

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@RemervKeberb

@RemervKeberb RemervKeberb commented Jun 12, 2026

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About the PR

Added a new merc carrier, the Corvax, alongside three new fighters to deploy from it, one of which uses a new gun, the AC-35

Why / Balance

Mercs don't have a carrier ship they can buy, fighter ships don't have a cannon that fits the niche of actual fighter piloting as most weapons are too low in velocity to feel good while firing at high speeds. This addresses both.

Media

corvus lineup image

Requirements

  • I have read relevant guidelines/documentation to this PR found on our devwiki.
  • I have added media to this PR or it does not require an ingame showcase.
  • I can confirm this PR contains either no AI-generated content, or AI-generated content that meets our guidelines.

How to test

Go to shipyard with a merc ID, purchase the CI-Corvax, go aboard, fill it up with the intended compliment of 3 crows, a raven and a magpie, fly and test (I've test flown the crow for nearly 3 hours total by now just tuning it to feel as satisfying as possible without being overpowered)

Changelog
🆑

  • add: Corvus Industries, an old name that finally brings its flagship carrier alongside fighter designs to compliment it to the open market shipyards after the man behind the company announced their retirement.
  • add: CI-Corvax, Commander Corvus' very own midline carrier, rugged and dated by today's standards, its served decades under a cautious fear of over-reliance on networked systems, unbound by this constraint, fly too close to the sun bringing it up to date. (Comes with a free autobiography!)
    -add: AC-35 Chaingun! A fast firing, high velocity gun tailor made for the Crow fighter-bomber... Though it can work for other fighters as well.
    -add: CI-Crow, the workhorse of the Corvax fleet. Flies like a dream, kicks like a truck, starkly reminds you that you alone are responsible for your destiny.
    -add: CI-Raven, a jack of all trades support craft intended to extend operational combat capabilities of strike craft, preform S&R on downed pilots and in a pinch, more mundane tasks if need be.
    -add: CI-Magpie, an expedition capable salvage shuttle.

@github-actions github-actions Bot added S: Untriaged size/XL YML No C# Doesn't contain any C# code Sprites Audio Shipyard Additions or changes to ships Mapping and removed S: Untriaged size/XL labels Jun 12, 2026
@RemervKeberb

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image Bonus funny

@Triad-Sector Triad-Sector changed the title Corvus industries, a merc carrier and its flight of birds Corvus Industries, a Merc Carrier and Its Flight of Birds Jun 12, 2026
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github-actions Bot commented Jun 12, 2026

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RSI Diff Bot; head commit bbf8ca7 merging into e314aa1
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/_Triad/Objects/ShuttleWeapons/ac35.rsi

State Old New Status
ac35 Added

Resources/Textures/_Triad/Objects/Weapons/Guns/Ammunition/Explosives/generic_cartridges.rsi

State Old New Status
35mm Added

Edit: diff updated after bbf8ca7

@RemervKeberb

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@TheRealMasterChief117

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moar triad companies :)))

Comment thread Resources/Prototypes/_Triad/Shipyard/corvax.yml
@ParadoxPrime

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A very cool and awesome set of ships I would love to see in game!

@MsEpic59

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cant wait to see this ingame

@Eillyrea

Eillyrea commented Jun 17, 2026

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Corvax

  1. Your MV wiring has some areas on the left side of the ship, in Engineering that are extra 'vestigial' parts, and an entire section in the bar area that's disconnected
  2. The airtight hatches on the northern side of the briefing room do not have tiles under them, just plating
  3. The northern wall APC in the briefing room is not connected up to any LV cables
  4. Ideally wiring underneath walls should be at a minimum, especially so for cable terminals, please don't have them under plastitanium walls.
  5. Uranium fuel locker in the extra power room shouldn't be there, fuel lockers should only be for the fuel type the ship uses, you have a plasma one for the Zpinches
  6. A lot of the lighting is overdone, I'd consider taking some time and removing a lot of it as it can add more character. Be mindful that players will be generating their own light sources as well. (See images)
image image
  1. Mirror on the middle bathroom is facing the wrong direction
  2. Light is hanging in the air in the small hallway to the bridge
  3. It would be better if the northern and southern halves of the waste system were connected, and restricted to only one passive vent outside of the ship. People wanting to overhaul/change things will be less confused if it's more akin to other systems they're used to. Don't be afraid to use pipe layering with a screwdriver to your pipe work
  4. Chemistry shelf cannot be reached without climbing onto machines. Ideally there shouldn't be a lot of climbing on machinery to get to things on the ship, especially one this size
  5. Catwalk underneath an airlock that hasn't got a tile in the atmos room
  6. Desklamp clips into the captains wall on spawn
  7. Four diagonal walls are missing vacuum tiles near the front of the ship, one on the right wing, and three diagonal ones on either side of the briefing room
  8. It accelerates quite quickly for it's size, it may be worth reducing the large thruster count so it 'feels' more like a heavy carrier, whilst at the moment it's quite nimble.
  9. Why is one listed as "Class" and the others fighter bomber / support bomber?

Magpie

  1. Some catwalks running under doors
  2. A vacuum is missing top right
  3. Uranium fuel locker is hard to reach
  4. 24kW of power from shuttle APUs is a lot for a ship like this, 'free' energy that doesn't take up tilespace should be kept to a minimum.
  5. A HV cable goes under a wall to the right entrance of Engineering
  6. The LV wiring is one continuous network coming off of two APCs, with a lot more cables than necessary
image
  1. Disposals should be one continual network between the three rooms with only one passive vent

Crow

  1. Missing two vacuums by the dock
  2. Minor visual thing but the angled walls next to the docking port has a weird view into space
image
  1. A light in the entrance walkway could be useful.
  2. More passive vents than scrubbers on waste line

Raven

  1. Differing styles for each ships docking entrance. If this is intentional, that's fine, but ideally all ships within the same makers mark should have a continuous 'design philosophy'
image
  1. Has very similar power issues to the Magpie
  2. Similar atmos problems with waste being not fully linked to one network
  3. Four vacuum slots listed near the front

I think that's everything I can spot at the moment.

Ideally I'd prefer if each ship was submitted in a different PR, doing all four at once is a lot for a review <3 But that's for a "In the future if you plan on submitting for at once again"

My overall comment is that this is a very well put together and curated set of ships. Some refinements that will be learned with time and I imagine someday you'll come back and tweak things with more experience. But they are very beautiful.

The only other thing I kind of have is that the three smaller ships have radar edges, whilst the Corvax does not. Which presents somewhat of a design inconsistency, but is a very minor thing.

Ping me when you need things reviewed again, here or on discord

{
"version": 1,
"license": "CC-BY-NC-SA-3.0",
"copyright": "Made by _starch_ (discord), and kyres1. Charonette edited from NSV-13.",

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Huh so this is the fabled Charonette and this is the ammo for that shipgun?

- type: Gun
fireRate: 14
recoil: 5 # 1/5x
projectileSpeed: 350 # 750~ish range, notably less than autocannons but better than draupnirs

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770 to be exact and yeah further than draupnirs.

Comment thread Resources/Prototypes/_Triad/SpaceArtillery/Kinetic/standardmedium_kinetic.yml Outdated
Comment on lines +35 to +37
- type: BatterySelfRecharger
autoRecharge: true
autoRechargeRate: 125

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I don't think this is needed in here?

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I don't think so either but it's copied from the draupnir just in case since I don't fully understand the system to be honest.

projectileSpeed: 350 # 750~ish range, notably less than autocannons but better than draupnirs
minAngle: 0
maxAngle: 2
shootThermalSignature: 200000 # ~4.5km signature if firing continuously

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Suggested change
shootThermalSignature: 200000 # ~4.5km signature if firing continuously
shootThermalSignature: 100000 # ~4.5km if firing continuously

using Draupnir's as an example

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This has half of the draupnirs fire rate so copying its thermal signature exactly I believe will make it half the actual continuous firing signature too.

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I haven't checked if it is actually time based or length but I guess leave it there is fine

RemervKeberb and others added 2 commits June 19, 2026 13:49
…ium_kinetic.yml

Co-authored-by: DDrakov <157034866+DDrakov@users.noreply.github.com>
@RemervKeberb

RemervKeberb commented Jun 22, 2026

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I think that's most everything but some points on the review points

1 The left side MV is an intentionally redundant line to the 'backup generator' array of pacmen. To be wrenched down and flicked on in a pinch or to be spare parts for the fighters

4 I've done the best middleground I can on this by making the terminals accessible but the HV still goes through one central wall tile, though not the worst cause at least you can put down wires there without breaking the wall.

7 So, funny thing, they actually aren't, the game just sucks (engine limitation, wall mounted stuff renders on the other side of walls but the mirrors are actually properly usable on the intended side and not in that briefing room hallway, it's a known issue all the way upstream and we can just hope that proper los can be coded in one day)

8 there's kinda nowhere good for that light to go, for now it's crammed into the blastdoor wall as the alternatives are floating on airlocks

9 redundancy, the outsides of the ship are gonna get shot to shit and having a dozen or so scrubbers rely on 1 doesn't make much sense on a combat craft.

14 I really really expected the size to make it slower than it is, part of me wants to add an 'outdated' large thruster that has half the thrust just so I don't compromise the aesthetics of it.

15 The magpie breaks form from the rest of the fleet as it's the only intentionally non-combat craft of the mix, so the designations are differing in order to make it stand out more in that regard, the other two take the naming convention from the tumor carrier.

The corvax is missing markings because a) I don't know even where to begin painting them for it and b) I didn't wanna put them down before everything else is ready cause it gets in the way while mapping c) I forgot

@RemervKeberb RemervKeberb marked this pull request as draft June 24, 2026 18:29
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Putting on pause until maptainer amends are made, at this point it's almost as much of Eillyrea's ship as it is mine considering the help they've been.

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They left and are not coming back, I did apologize and offer to make it right but they aren't coming back

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7 participants