10/12/2019 Interstellar Rift Alpha 25 Acp
FUNCTIONALITIES - added 6 new CPU devices that provide processing power to handle weapons and power generation, can be found in the editor under Prop Edit Mode Systems. Small Weapons CPU. Provides 100 CPU to the weapon group it is placed in. Resource cost 250 Iron, 75 Copper.
Medium Weapons CPU. Provides 250 CPU to the weapon group it is placed in. Resource cost 250 Iron, 150 Copper, 100 Silicon. Large Weapons CPU. Provides 500 CPU to the weapon group it is placed in. Resource cost 250 Iron, 150 Copper, 100 Silicon, 100 vectronium.
Small Power CPU. Provides 250 CPU to the power group it is placed in. Resource cost 250 Iron, 75 Copper.
Medium Power CPU. Provides 500 CPU to the power group it is placed in. Resource cost 250 Iron, 150 Copper, 100 Silicon. Large Power CPU. Provides 1000 CPU to the power group it is placed in. Resource cost 250 Iron, 150 Copper, 100 Silicon, 100 vectronium - added 2 new gimbal weapons, can be found in the editor under Exterior Edit Mode Weapons.
Sep 27, 2017 - will auto generate a route to selected system in rift generator. Shields now only require 25% of their charging power when they are fully. Patch notes for Interstellar Rift ALPHA c0.1.36. Fixed the auto-launch on the skill “Void shield transfer” that wouldn't trigger for the ships having. All new content for Battlefleet Gothic: Armada is Now Available on Steam and is 25% off!*.
Small Pulse Laser. Can use Standard, Improved and Advanced Laser Cells, to be provided via the Ammunition Loader. 30/50/70 base damage and 20/30/50 shield damage. Pay attention to the placing in the editor, they have a firing arc equal to the half of a sphere, and wont fire outside of their firing arc. Requires a weapons CPU to fire.
Resource cost 250 Iron, 150 Copper. Small Auto Cannon. Can use Standard, Improved and Advanced Ammo, to be provided via the Ammunition Loader. 20/40/60 base damage. Requires a weapons CPU to fire. Pay attention to the placing in the editor, they have a firing arc equal to the half of a sphere, and wont fire outside of their firing arc.
Resource cost 250 Iron, 150 Copper - added a new Small Armor Generator device, which replaces the armor value of the hull, which can now take 100 instances of damage on every ship. The armor generator can be found under Prop Edit Mode Systems. Provides 5000 armor. Armor can be repaired with repair drones, by visiting a station which offers a repair service, or by supplying nanobots to the device. When supplied with nanobots it will repair your hull, armor, and onboard devices. Resource cost 100 Steel, 250 Iron, 50 Copper - Missiles are now fired via a separate hotkey (default 'M'), can be changed in the options menu.
Missiles now require a missile lock, to do this hover your targetting indicator over the target and keep it in the vicinity for a couple of seconds. Missiles can no longer be fired without a lock when fired from the cockpit. Added 3 new NanoBot resources, Standard, Improved, and Advanced NanoBots. Can be made in an assembling machine, and will provide armor, hull and device repairs when place in an armor generator. Standard NanoBots.
Provides 10 regen every two seconds when place in an armor generator. Crate size 600. Resource cost 2 Iron, 1 Copper per 2. Improved NanoBots. Provides 20 regen every two seconds when place in an armor generator. Crate size 1200. Resource cost 2 Iron, 1 Copper, 1 Silicon per 2.
Advanced NanoBots. Provides 20 regen every two seconds when place in an armor generator.
Crate size 2400. Resource cost 2 Iron, 1 Copper, 1 Silicon, 1 Aluminium per 2 - Added 3 new Laser Cell ammunitions, Standard, Improved, and Advanced Laser Cell. Can be made in an assembling machine, and need to be placed in an ammunition loader.
Standard Laser Cell. Crate size 1200. Resource cost 2 Nitrous Oxide, 1 Carbon per 2.
Improved Laser Cell. Crate size 1800. Resource cost 2 Nitrous Oxide, 1 Copper, 1 Carbon, 1 Brass per 2. Advanced Laser Cell.
Crate size 2400. Resource cost 2 Calireon, 1 Copper, 1 Carbon, 1 Brass per 2 - Added in a new weapons overview in the cockpit. Here you can use the Arrow keys to activate and deactive weapons, shields, and armor generators from your current CPU. BALANCE - rebalanced the damage and fire speed of the mounted turret to fire at half speed but do double damage. added CPU costs to the following devices:. Small Power Battery: 10 Power CPU.
Small Power Cell: 10 Power CPU. Medium Power Cell: 20 Power CPU. Small Hydrogen Generator: 10 Power CPU. Large Hydrogen Generator: 50 Power CPU. Nuclear Reactor: 200 Power CPU.
Half Solar Panel: 1 Power CPU. Full Solar Panel: 2 Power CPU.
Small Shield Generator: 20 Weapons CPU. Large Shield Generator: 100 Weapons CPU. Mounted Turret: 10 Weapons CPU. Small Auto Cannon: 10 Weapons CPU. Small Pulse Laser: 10 Weapons CPU. Small Armor Generator: 20 Weapons CPU.
Noob here, but when I see people play, they spend a good chunk of their time doing inventory management. Any way to help automation?
Maybe change the heatsinks to allow the ACTRs to work faster rather than wearing out? I'd love to sell to the Galactron Store from my ship, any way to enable a cargo drop/sell system like the quests have? That would allow me to drop all the exhaust ore that gets collected and make some revenue w/o dumping tons of useless stuff into the vault. Thanks So many things that have to get made and I want to automate rather than running around and restocking heatsinks, and creating sled spacecraft that just go back and get salvaged. I like the game. I can build whatever ship I want., take on some quests, fight some space bugs, well my aim is scheiss, but I triy. I just need to leave more dead space in my shps for all the extra equipment.
Originally posted by:Noob here, but when I see people play, they spend a good chunk of their time doing inventory management. Any way to help automation? Maybe change the heatsinks to allow the ACTRs to work faster rather than wearing out? I'd love to sell to the Galactron Store from my ship, any way to enable a cargo drop/sell system like the quests have? That would allow me to drop all the exhaust ore that gets collected and make some revenue w/o dumping tons of useless stuff into the vault. Thanks So many things that have to get made and I want to automate rather than running around and restocking heatsinks, and creating sled spacecraft that just go back and get salvaged. I like the game.
I can build whatever ship I want., take on some quests, fight some space bugs, well my aim is scheiss, but I triy. I just need to leave more dead space in my shps for all the extra equipment. /me ducks You haven't played with the Galactic Trade Terminals Enough - They already (in live I might add) have the ability to sell from your ship (as long as you own it or are a crew member). As for more automation - the community is divided over what exists - and this patch was more about balancing combat. Cargo already drops - after both PvP Boarding Death and Ship death - but the salvaging of Ship Death Resources is convoluted because you have to track down EACH segment of the resource pile which are very small and rapidly disintegrate (not to mention their moving to begin with:/) On the plus side - don't feel bad about your aim - it's going to get better when experimental goes live - with the introduction of gimbaled weapons for the pilot. No more turning the ship to the exact position of the enemy - with gimballed weapons the arcs of fire roughly track the cursor of the mouse of the pilot.
Not sure this is the correct place for feedback, so please excuse if this isn't the appropriate thread. The combination of the reblance of standard ammo and introduction of gimbal weapons makes pilot weapons both less frustrating to use and less frustrating to grind the materials to support. This does however leave the Small Mounted Gun in a bad place where it's both heavier and more difficult to aim, so I'd say it'll need some kind of buff to make it a competitive alternative, unless that isn't the developer's intention.
The addition of an armor device feels. It's functional, but not at all elegant or intuitive. The ability to repair your armor mid-combat is an interesting decision. It makes repair drones basically redundant unless you want to help an allied ship speed up repairs, which I'm fine with considering how annoying they were to use. Also a possible bug, when the nanobots repair your onboard devices they are still sparking afterwards.
With hull no longer providing armor and cosmetic blocks having only a negative impact on your ship's performance, could you look into significantly reducing their weight? Before it was justified as they provided the benefit of additional armor, now making your ship pretty is entirely at the cost of it's functionality.
The CPU system is a nice bit of immersion, although mechanically I'm not sure why it's neccesary to require an internal space investment in order to run combat and power systems. Why not just increase the weight/power draw for each impacted component instead of requiring an additional component that effectively imposes the same cost, unless the goal was just to give you more 'stuff' to have to place around the inside of your ship? The requirement to lock-on with missiles feels fine and makes more sense. Having damage disrupting warp is possibly a good change.
It'll make capacitors more useful, as you'll want to have enough power to both charge up your warpdrive while dodging shots. I didn't get to check if 'damage' includes hits to your shield or to your armor/hull, but I'm hoping this would only prevent warp once you're taking armor/hull damage. This will make it much, much harder to warp out once engaged.
While I like the changes that make solo-piloting a ship in combat more feasible, I'd also like to see more things added to the game that give non-pilot and non-turret gunner crewmembers things to do onboard during combat that are engaging and help make a difference aside from just firing one more turret. My initial suggestion would be rebalancing missiles to make a cheaper/lower-damage version that would be more reasonable to use in general combat (versus saving missiles for priority targets due to their resource cost and storage requirements) so one crewmember could take on the role of a loader to keep the launcher full for the pilot. 4 bugs so far: The first two a found on the Black Pit, in the starter system: 1. The station doesn't have its power set up right, so the extractors, teleporters, and maybe other objects build up a very slow charge, or run ultra slow 2. The faction desk doesn't sell laser ammo (I'm assuming this was a bug) 3.
When firing the pulse laser, there is no sound or light effect, and in fact nothing to indicate that the weapon is firing, except for the targets health goeing down 4. The ghost clients (if thats what they are) don't close, even after 8+ hours they are still there and the game shows a state of running on the steam launcher. Originally posted by:4 bugs so far: The first two a found on the Black Pit, in the starter system: 1.
The station doesn't have its power set up right, so the extractors, teleporters, and maybe other objects build up a very slow charge, or run ultra slow 2. The faction desk doesn't sell laser ammo (I'm assuming this was a bug) 3. When firing the pulse laser, there is no sound or light effect, and in fact nothing to indicate that the weapon is firing, except for the targets health goeing down 4. The ghost clients (if thats what they are) don't close, even after 8+ hours they are still there and the game shows a state of running on the steam launcher the devs have been told about ghost client issues for months. I don't know if they know how to fix it. Other than removing them. Originally posted by:Not sure this is the correct place for feedback, so please excuse if this isn't the appropriate thread.
The addition of an armor device feels. It's functional, but not at all elegant or intuitive. The ability to repair your armor mid-combat is an interesting decision. It makes repair drones basically redundant unless you want to help an allied ship speed up repairs, which I'm fine with considering how annoying they were to use. Also a possible bug, when the nanobots repair your onboard devices they are still sparking afterwards.
With hull no longer providing armor and cosmetic blocks having only a negative impact on your ship's performance, could you look into significantly reducing their weight? Before it was justified as they provided the benefit of additional armor, now making your ship pretty is entirely at the cost of it's functionality. Yeah since having hull is pointless now. They need alot of weight reduction. Or could you atlest give up the hull hp back:/ completly dropping the stat seemed a over reaction 5 solar panels = one small generator in CPU. WTF is the reasoning behind that. Way to make solar 100% useless excpet for doors Unless you increased solar power generation thats giving up 150 power for 2.6 power.
Added with the fact hull block no longer increase survivibilty this is about the most ♥♥♥♥♥♥♥♥ change you ever implmented. Originally posted. 5 solar panels = one small generator in CPU. WTF is the reasoning behind that. Way to make solar 100% useless excpet for doors Unless you increased solar power generation thats giving up 150 power for 2.6 power.
Added with the fact hull block no longer increase survivibilty this is about the most ♥♥♥♥♥♥♥♥ change you ever implmented Although Solar is SOMEWHAT balanced by the fact that you need absolutely 0 maintenance for this power source - even angling the sunlight or the lack of a star doesn't matter to Solar Panels in IsR - so essentially free energy in a game where EVERYTHING has a cost associated; it actually makes sense in that regard to have it significantly weaker than other methods of generation.
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(Jim's note - in my experience, many collectors & dealers use 'As New' to describe this condition). EXCELLENT: New condition, used but little, no noticeable marring of wood or metal, bluing perfect, (except at muzzle or sharp edges). VERY GOOD: In perfect working condition, no appreciable wear on working surfaces, no corrosion or pitting, only minor surface dents or scratches. GOOD: In safe working condition, minor wear on working surfaces, no broken parts, no corrosion or pitting that will interfere with proper functioning. FAIR: In safe working condition but well worn, perhaps requiring replacement of minor parts or adjustments which should be indicated in advertisement, no rust, but may have corrosion pits which do not render article unsafe or inoperable. NRA ANTIQUE FIREARM CONDITIONS STANDARDS: FACTORY NEW: All original parts; 100% original finish; in perfect condition in every respect, inside and out.
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Low Estimate: 200 High Estimate: 400 American made double-action semi-automatic pistol chambered in.45 Auto, circa 2000. Features a satin finished stainless steel slide, 4.2' barrel, three-dot sights with drift adjustable rear sight, smooth trigger, serrated hammer spur, ambidextrous safety/decocker, push button magazine release, factory 8 round magazine, and black polymer frame with integral grooved grips. Includes the original factory hard case with manual, spent case, spare magazines and speed loader. Pistol exhibits only minor slide wear on the barrel with no other wear observed. Action is smooth, bore is excellent and the polymer is fine.
Condition is near NRA Perfect in case.Modern Firearm. American made double-action semi-automatic pistol chambered in.45 Auto, circa 2000. Features a satin finished stainless steel slide, 4.2' barrel, three-dot sights with d rift adjustable rear sight, smooth trigger, serrated hammer spur, ambidextrous safety/decocker, push button magazine release, factory 8 round magazine, and black polymer frame with integral grooved grips.
Includes the original factory hard case with manual, spent case, spare magazines and speed loader. Pistol exhibits only minor slide wear on the barrel with no other wear observed. Action is smooth, bore is excellent and the polymer is fine. Condition is near NRA Perfect in case.Modern Firearm. Low Estimate: 250 High Estimate: 400 'Mod 71' Italian made single action semi-automatic pistol chambered in.22 Long Rifle, circa 1967. Features a blued slide, 3.6' barrel, patridge front sight, dovetailed rear sight with square notch, smooth trigger, serrated round hammer spur, push button safety, black finished aluminum frame, push button magazine release, factory 9 round magazine, and two-piece checkered brown plastic grips with Beretta decor. No import marks observed.
Pistol exhibits approximately 97% of it's original finish showing few handling marks and some light slide wear on the barrel. Action is smooth, bore is pristine and plastic grips are near fine. Condition is NRA Excellent.Modern Firearm.
'Mod 71' Italian made single action semi-automatic pistol chambered in.22 Long Rifle, circa 1967. Features a blued slide, 3.6' barrel, patridge front sight, dovetailed r ear sight with square notch, smooth trigger, serrated round hammer spur, push button safety, black finished aluminum frame, push button magazine release, factory 9 round magazine, and two-piece checkered brown plastic grips with Beretta decor. No import marks observed. Pistol exhibits approximately 97% of it's original finish showing few handling marks and some light slide wear on the barrel. Action is smooth, bore is pristine and plastic grips are near fine. Condition is NRA Excellent.Modern Firearm.
Low Estimate: 200 High Estimate: 450 Half-stocked percussion plains rifle with an approximate.36 caliber bore, stamped 'CHN BECK/IND'POLIS/WARRANTED' on the barrel in block letters. Features a rifled 33 1/2' octagon barrel, German silver blade front sight, dovetailed rear sight, double set triggers, brass finger rest trigger guard, scroll & hunting scene engraved lock marked 'FORD BROTHERS', no ram rod, and straight grip tiger striped wood shoulder stock with pewter forend cap & brass crescent buttplate.
The rifle displays a light grey patina with scattered dark oxidation and browning. Action is in working order with a repaired hammer, the bore is pristine and the wood stock is fair showing a severe crack at the wrist that has been repaired and covered with leather.
Condition is NRA Good.Antique Firearm. Half-stocked percussion plains rifle with an approximate.36 caliber bore, stamped 'CHN BECK/IND'POLIS/WARRANTED' on the barrel in block letters. Features a rifled 33 1/2 ' octagon barrel, German silver blade front sight, dovetailed rear sight, double set triggers, brass finger rest trigger guard, scroll & hunting scene engraved lock marked 'FORD BROTHERS', no ram rod, and straight grip tiger striped wood shoulder stock with pewter forend cap & brass crescent buttplate. The rifle displays a light grey patina with scattered dark oxidation and browning. Action is in working order with a repaired hammer, the bore is pristine and the wood stock is fair showing a severe crack at the wrist that has been repaired and covered with leather. Condition is NRA Good.Antique Firearm. Low Estimate: 100 High Estimate: 300 Economic double action snub-nosed revolver chambered in.38 Special, produced in Germany by Hermann R.
Weihrauch Sportwaffen. Features a black finish, 2.25' barrel with faux ventilated shroud, shrouded ejector rod, fluted six-shot cylinder, serrated trigger, knurled hammer spur, alloy frame and one-piece checkered black rubber finger groove grip. Includes the original factory hard case. Revolver exhibits a faint drag line on the cylinder but otherwise does not display any signs of use or wear. Action is crisp with good lock-up, bore is pristine and rubber grip is fine. Condition is near NRA Perfect in box.Modern Firearm.
Economic double action snub-nosed revolver chambered in.38 Special, produced in Germany by Hermann R. Weihrauch Sportwaffen. Features a black finish, 2.25' barrel with f aux ventilated shroud, shrouded ejector rod, fluted six-shot cylinder, serrated trigger, knurled hammer spur, alloy frame and one-piece checkered black rubber finger groove grip.
Includes the original factory hard case. Revolver exhibits a faint drag line on the cylinder but otherwise does not display any signs of use or wear. Action is crisp with good lock-up, bore is pristine and rubber grip is fine. Condition is near NRA Perfect in box.Modern Firearm. Low Estimate: 200 High Estimate: 400 Vintage American made slide action repeating shotgun chambered for 2 3/4' 16 gauge shells, manufactured circa 1961. Features a blued finish, a shortened 23 1/4' improved cylinder choke barrel, brass bead front sight, 2/3 length tube magazine, smooth trigger, push button safety, grooved walnut slide handle, and smooth pistol grip shoulder stock with later-style factory buttplate & 13 7/8' LOP.
Shotgun exhibits approximately 85% of it's original finish showing edge wear, carry wear and scattered light handling marks. Action is smooth, bore is very good, markings are crisp and the wood stocks are good. Condition is NRA Good+.C&R Firearm. Vintage American made slide action repeating shotgun chambered for 2 3/4' 16 gauge shells, manufactured circa 1961. Features a blued finish, a shortened 23 1/4' improved cylinder choke barrel, brass bead front sight, 2/3 length tube magazine, smooth trigger, push button safety, grooved walnut slide handle, and smooth pistol grip shoulder stock with later-style factory buttplate & 13 7/8' LOP. Shotgun exhibits approximately 85% of it's original finish showing edge wear, carry wear and scattered light handling marks.
Action is smooth, bore is very good, markings are crisp and the wood stocks are good. Condition is NRA Good+.C&R Firearm. Low Estimate: 3,000 High Estimate: 6,000 Oyster Perpetual Date Adjust, with Turn-OGraph Bezel, Stainless Steel and 18k Yellow Gold bracelet, White Dial, Serial Number D362291, 36mm, Style 1162, purchased from Jared#474 in 2006. Includes box, manuals, and original tags. This is overall good condition and is a all original wristwatch. Oyster Perpetual Date Adjust, with Turn-OGraph Bezel, Stainless Steel and 18k Yellow Gold bracelet, White Dial, Serial Number D362291, 36mm, Style 1162, purchas ed from Jared#474 in 2006.
Includes box, manuals, and original tags. This is overall good condition and is a all original wristwatch. Low Estimate: 100 High Estimate: 200 Single action semi-automatic copy of the Colt Junior, chambered in.25 Auto and assembled in the US with Italian made parts. Features a blue finish, 2.25' barrel, fixed sights, smooth trigger, serrated round hammer spur, manual safety/slide stop, magazine disconnect safety, push button magazine release, 7 round magazine, and two-piece checkered wood grips with silver FIE medallions. Pistol retains approximately 80% of it's original finish with the slide showing scattered handling marks and the frame turned plum.
Action is smooth, bore is pristine and wood grips are very good with semi-worn points. Condition is NRA Good to Very Good.Modern Firearm. Single action semi-automatic copy of the Colt Junior, chambered in.25 Auto and assembled in the US with Italian made parts.
Features a blue finish, 2.25' barrel, fixed s ights, smooth trigger, serrated round hammer spur, manual safety/slide stop, magazine disconnect safety, push button magazine release, 7 round magazine, and two-piece checkered wood grips with silver FIE medallions. Pistol retains approximately 80% of it's original finish with the slide showing scattered handling marks and the frame turned plum. Action is smooth, bore is pristine and wood grips are very good with semi-worn points.
Condition is NRA Good to Very Good.Modern Firearm. Low Estimate: 200 High Estimate: 450 Half-stocked percussion plains rifle with an approximate.36 caliber bore. Features an octagonal 33 1/2' rifled barrel, dovetailed blade front sight, adjustable rear sporting sight, double set triggers, fancy finger rest brass trigger guard, engraved lock marked 'PARTRRIDGE/WARRANTED', no ram rod, and straight grip tiger striped wood shoulder stock with pewter forend cap & brass crescent buttplate. The barrel displays a browning patina with scattered dark oxidation and pin prick pitting near the breech. The lock & hammer display light coverage engraving that is mostly worn. The set triggers are in working order but the hammer fails to lock in the cocked position, the bore appears clear and the wood stock is fair showing a severe crack at the wrist that has been repaired and covered with leather. Condition is NRA Good.Antique Firearm.
Half-stocked percussion plains rifle with an approximate.36 caliber bore. Features an octagonal 33 1/2' rifled barrel, dovetailed blade front sight, adjustable rear spor ting sight, double set triggers, fancy finger rest brass trigger guard, engraved lock marked 'PARTRRIDGE/WARRANTED', no ram rod, and straight grip tiger striped wood shoulder stock with pewter forend cap & brass crescent buttplate. The barrel displays a browning patina with scattered dark oxidation and pin prick pitting near the breech.
The lock & hammer display light coverage engraving that is mostly worn. The set triggers are in working order but the hammer fails to lock in the cocked position, the bore appears clear and the wood stock is fair showing a severe crack at the wrist that has been repaired and covered with leather. Condition is NRA Good.Antique Firearm. Low Estimate: 400 High Estimate: 700 'BDL' Vintage bolt action sporting rifle chambered in 7mm Remington Magnum, manufactured circa 1962-1970. Features a blued finished 24' stainless steel barrel with 1965 date code, ramped blade front sight with brass bead, removed rear sight, Bushnell Sharpshooter 3-9x scope, adjustable serrated trigger, knurled bolt knob, manual safety on the right side of the receiver, internal box magazine with hinged floorplate, smooth brown leather sling with quick detach swivels and press checkered Monte Carlo style shoulder stock with black forend/pistol grip caps & factory recoil pad. Rifle exhibits approximately 90% of it's original finish showing oxidation/losses on the receiver and scattered wear on the barrel.
Action is smooth, the bore appears excellent but dirty, the optics are sharp and the wood stock is very good with scattered blemishes. Condition is NRA Very Good.Modern Firearm. 'BDL' Vintage bolt action sporting rifle chambered in 7mm Remington Magnum, manufactured circa 1962-1970.
Features a blued finished 24' stainless steel barrel with 1965 d ate code, ramped blade front sight with brass bead, removed rear sight, Bushnell Sharpshooter 3-9x scope, adjustable serrated trigger, knurled bolt knob, manual safety on the right side of the receiver, internal box magazine with hinged floorplate, smooth brown leather sling with quick detach swivels and press checkered Monte Carlo style shoulder stock with black forend/pistol grip caps & factory recoil pad. Rifle exhibits approximately 90% of it's original finish showing oxidation/losses on the receiver and scattered wear on the barrel.
Action is smooth, the bore appears excellent but dirty, the optics are sharp and the wood stock is very good with scattered blemishes. Condition is NRA Very Good.Modern Firearm. Low Estimate: 500 High Estimate: 900 Vintage optics accredited as being the first sealed target scope with internal adjustments, manufactured circa 1968-1982.
This vintage scope features a blued finish, fine crosshair reticle, quick detach rings and screw in caps. Scope shows very little wear and clear optics. Condition is Excellent. Vintage optics accredited as being the first sealed target scope with internal adjustments, manufactured circa 1968-1982. This vintage scope features a blued finish, fine crosshair reticle, quick detach rings and screw in caps. Scope shows very little wear and clear optics.
Condition is Excellent. Low Estimate: 400 High Estimate: 800 Black painted safe says 'Joseph Spector 24 Grand St New York'on front with hand painted border scrolling, measures 27X16X191/2. No combination included with this safe, also the paint is flaking on exterior and the base was drilled out to get access to open it and has been replaced with plate metal. This safe could use a full restoration or be used for its wonderful antique look as a decorator. Very heavy item and can not be shipped.
Black painted safe says 'Joseph Spector 24 Grand St New York'on front with hand painted border scrolling, measures 27X16X191/2. No combination included with this safe, al so the paint is flaking on exterior and the base was drilled out to get access to open it and has been replaced with plate metal. This safe could use a full restoration or be used for its wonderful antique look as a decorator. Very heavy item and can not be shipped.
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