Empyrion - Galactic Survival

Empyrion - Galactic Survival

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SEA Duckverine
   
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Blueprint: Capital Vessel
Tags: Blueprint
File Size
Posted
Updated
548.855 KB
16 Jan, 2018 @ 12:12pm
2 Jun, 2018 @ 9:51am
9 Change Notes ( view )

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SEA Duckverine

In 2 collections by Sephrajin
Sephrajin - Best of collection
52 items
Space Engineering Association
21 items
Description
The Space Engineering Association is proud to present the "SEA Duckverine".
If you think this ship is too large, you might prefer our starter edition!

This class 18 CV is ment to be used as mobile base in space.
It has awesome handling for its size, however to escape planet gravity you will usualy have to rely on the extra thrusters.
It can even engage in combat, having all weapons maxed out it is a dream of every weapon-lunatic ;)

Highlights:
  • Unique Design
  • 2 Layers of combat steel
  • 2 Layers of armored windows, everywhere, BUT inside only parts.
  • 2 Multi-Turrets
  • 2 Drill-Turrets
  • All weapons available in 7.5.9 used and placed as their maxium limit allowed
  • Large Private Hangars for HV and SV (3 doors each), each with their own specific supply boxes, o2 & med stations
  • Med Bay at HV Hangar for easy ground access
  • 4 Farms, close-by each other but mainwhile spread out accros the ship, for redudancy in case of attacks.
  • 6 Officers quarters, leading to
  • 2 Production areas, L+R of upper SV hangar with 4 Advanced constructors and alot of labeled boxes
  • 2 decorated hallways, L+R middle of SV hanger
  • 2 Armory areas, L+R of of SV hangers, with each 1 Repair station, alot of amor lockers and 10 large ammo boxes for the CV
  • Customs with public toilets

    Small Public Hangars Hubs (A&B), each giving access to:
  • a small Hangar with O2&Med station
  • a small Bar / Lounge
  • its specic mirrored (but open to each other) open area of the ship, beeing:
    * a Farm with 3 fields of 9 plots
    * one side of the motel with a recepetion and 2 rooms (1+2 / 3+4)
    * An elevator that allows access only to the eyes, and a public toilet
    * Public repair stations & armor locker

    Within each wings is:
  • Another small farm, 1 row of 14 plots
  • Crew quarters
  • Relaxing and chill out lounges with nice view to space or planet

    Control Panels:
  • Flight Mode, toggles all RCS and only the 'default' thrusters
  • Pwr_Extra_Thrust, get off any Planet! (hidden behind rollbar, opens automaticly on activation)
  • BaseWeapons, enables all the 15&30mm turrets as well as all but 2 of the sentry guns
  • CombatMode, enables all other weapons
  • LightShow, toggles the exterior lights (but not rear)
  • Production, toggles power of all AC & LCD in both production areas
  • Pwr_Harvest, opens the rolldoors and powers up the drill- & multi-turrets
  • Pwr_Repair, toggles power of the repair block and all repair stations
  • Pwr_Safe, toggles power of the 2 gravitiy generators within the lower parts of the wings
  • Ramp, opens HV hangar, lowers the ramp, opens roll doors to power up light and sentry turrets
  • Public, sets the Med Bay and ALL named boxes, doors, hangars, contructors, processors and fridges to public.




    Long version: (old)

    It is my mobile home.
    This said, I wanted to have 2 layers of combat steel - even for this design - along with multiple sections for fuel and O2 tanks.
    That has been achieved.... and there's even enough room for recreation areas, with viewports to watch the space or planet!

    Also I wanted to have the production area somewhat 'small', but with enough room to seperate different tasks.
    The medical bay is at the hover hanger, lowest deck, for fastest access upon the most urgent need.
    However, med & o2 stations can be found in every hangar and the motel lobby!

    The farm gave my security wishes the most challenge, beeing the most vulnerable.
    So there are 4 areas, of which the 2 small ones are supposed to be backup.
    Be aware, in order to repair the CV on a BA-repair block, you must power off the CV -> this may cause the plants to die (this counts for all plants in all CV's, one might be lucky though).

    SV's beeing my favorite kind of transportation, the SV hangar is larger and has more 'daily use stuff' conected/placed.
    * The armory with repair station and armor lockers next hallway sure is something
    * all the specific boxes to refill your current personal ammo
    * all the specific boxes to refill your current vehicle ammo (so does HV hangar)
    * the boxes for power and air resupply of the SV's (so does HV hangar)
    * public boxes so your friends can 'clean their backpack'. (so does HV hangar)

    All the boxes are named to have their names shown in the Control Panel List!
    So do all the 20 ammo boxes (reserved for CV use only!!), so do all the storages boxes in the production area and hangars!
    This gives you a great advantage for quick access!
    And yes, i thought of naming them for either right or left side of the ship.

    One of the highlights of the ship is the top deck providing 2 public hangars with public air supply.
    Furthermore, they lead into the ships 'motel' for space travelers, offering not only rooms to stay, but also a public medical station, repairs and armor lockers.
    This is after you pass the light and friendly takeoff bar & lounge.
    The friendly receptionist will welcome you and help you find your way along the public area of the ship.

    The highlight tourists seem to like the most is the view outside the Duckverine its head/eyes into space.
    To find it, just follow the 3 eyed-figure from the public area.

    For your other crew members (faction/friends) who will enter through the regular hangars, there is the customs,
    the luggage retrieval and a large waiting hall to pass so all the formalities are followed in order.

    Of course you can assign your friends one of the 6 exquisite officer quarters or send them with the rest of the crew to the 36 bunkbeds (72 beds)
    Speaking of friends...
    You'll probably need some to handle the 8 Advanced Constructors, the 2 multi-turrents or the 2 laser drills.

    Also, it might seem like a bit of a challenge to fill the 18-20 large ammo boxes reserved for the CV.
    But dont you worry, i've labeled them.
    Even more, all the chests in the production area and both the hangars are labeled in both ways, LCD and CP wise!

    And by Hangars I mean real Hangars, where you can put in your large SV inside.
    In each of the Hangars, you'll find boxes for all the ammunition for the specific area.
    However, beeing in space, all the player weapons have their seperate box within the SV hangar.

    Beeing state of the art, it comes with 2 layers of combat steel and all weapon systems maxed out.

    As of now, this awesome CV was just completed in creative mode and has yet to be tested for everyday usage.
    This said, updates will follow as soon I'm able to build the ship within the multiplayer game.
    You can wait for that to happen, or you can post a comment and let me know instantly of anything unexpected you find!

    Hope you like it as much as I do!
    If you do, please leave a comment and rate (thumbs up) it.

    Thank you!


    PS:
    I tested the weapons (and hull armor) by heading to the alien outpost of the default game scenario and parked it next to the circled base there...
    Got a few scratches, but not one block was missing.
    I didnt 'evade' as such, I just tried to have each side equal damage by changing angle after (felt) '5 minutes'... (probably something like 30-50s)
24 Comments
denbor3 17 Mar @ 10:28am 
Heh this thing was a great ship in the past and still has some great perks even now but for the most part it unfortunately is obsolete with all the changes that have been made to the game. Still it is a nice ship for rookies and you could find a spot to add a shield generator and CPU units it can still be used.
Sephrajin  [author] 2 Jun, 2018 @ 9:51am 
Update for Alpha 8:
* Removed plants from blueprint, so it is spawnable in survival now.
Sephrajin  [author] 31 Jan, 2018 @ 1:58pm 
Update:
* Typo: Box L - Ammo_Penta_Prom1
* SV Hangar now opens by either, sensor or ramp switch
* Doors at public hangar
* Crew Quarters
* Found more ventilators I could remove for power saving
denbor3 22 Jan, 2018 @ 2:34pm 
Well I found a massive Flat Platform in the workshop bases and have turned it into a Repair thing for capital ships. It's freaking HUGE... Several SEA Duckverines could easily fit on top of it Lol.
Sephrajin  [author] 22 Jan, 2018 @ 12:45pm 
Just figured, it would be nice to have the doors included with the 'Public' switch, so here we go! :)
Sephrajin  [author] 22 Jan, 2018 @ 11:51am 
Hotfix: Removed some 2 more ventilators and replaced doors to vent the room.
Hotfix: Moved "Gravity Generator top" to group 'Access' to easy disable it seperatly
Sephrajin  [author] 22 Jan, 2018 @ 11:36am 
Update:
* Changed all windows, so they give a better view to the outside!
* Added box in SV Hangar: Weapons & Mods
* All named boxes (additional to all med stations) can now be made public by switching the 'Public' switch in the control panel
* Replaced 'bridge boxes' (penta, air, fusion cells, stuff, give aways/backup) with larger ones, colored and named
* Removed several ventilators, occasionaly replaced airtight doors with open ones
* Reworked Medic Bay
* Reworked crew sleeping area

denbor3 21 Jan, 2018 @ 11:07am 
Na I simply enable spawn blueprint with admin commands since I play single player. Im still extreemly new to the game so I have not yet even touched the Multi-player yet.
Sephrajin  [author] 21 Jan, 2018 @ 8:00am 
Expect some updates by monday evening for this blueprint.
So if you currently have it in the factory, you might want to halt it until then.
Sephrajin  [author] 21 Jan, 2018 @ 7:59am 
Great to hear :)

I'm currently working on a planetary 'docking station' (not spawn!) for the Duckverine.
But i'm currently lacking ideas how to fill (all) the space that resulted of that design ^^