Space Engineers

Space Engineers

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Hyperion Mk 1 - Assault Cruiser
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
7.153 MB
4 Feb, 2018 @ 1:15pm
13 Mar, 2019 @ 2:36am
12 Change Notes ( view )

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Hyperion Mk 1 - Assault Cruiser

In 1 collection by Rodrigo
Advanced Aerospace Systems
28 items
Description
The Advanced Aerospace Systems Hyperion Mk 1 Assault Cruiser represents a milestone in large grid warfare design, belonging to the first generation of large battle ships, Hyperion is heavily armed and equipped with state-of-the-art equipment and systems, along a mighty plasma cannon.

Mainly designed for combat purposes, the Hyperion comes with an wide array of weapons, wich complements its primary plasma cannon, that is slow but very destructive with a theoretical infinite range. The interior is fitted for any kind of space operation, sporting crew quarters, medbay, cryochamber, conference room, restroom, observation spots, operations room, a full set of engineering and basic production units, a sizeable hangar for shuttles, supporting a total of 10 crew member. Fully pressurized.

For its subsystems and defense, it's fitted with a gravity drive, jump drive, mobility booster, multi-deployable decoys, escape pods and a shielded mode to provide protection for the bridge and other weaker observation spots.
This ship also contains a Codex room, wich explains every control with hints and tips for proper usage without the need to be switching to it's workshop page! check it!

If you enjoy this model, please rate and leave a feedback comment/report any issues! all my models are subject to improvements and fixes whenever necessary! Thank you.

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Compatibility:
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Uses mods: No
Survival Ready: Yes
Projectable: Yes (Except escape pods)

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Controls:
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Action Bar 1:
1. Front Rocket Launchers
2. Gatling Turrets On/Off
3. Missile Turrets On/Off
4. Small Caliber Turrets On/off
5. Mobility Booster
6. Red Alert (Battle Mode)
7. Ship-Wide Window Shielding On
8. Ship-Wide Window Shielding Off
9. Decoys Launcher

Action Bar 2 - (Plasma Cannon controls)
1. Ready or Stand-By Cannon
2. Aiming Camera
3. Charges and the fire the weapon
8. Enable Maintenance Mode
9. Disable Maintenance Mode
*Maintenance mode can only be activated if the cannon is on stand-by mode, cannon
can only enter ready-to-fire mode if maintenance mode is disabled.

Action Bar 3
1. Short Range ID Antenna
2. Long Range Antenna
3. S.O.S. Beacon
4. Laser Antenna
5/6. Belly Connectors
7. Jump Drive
8. Gravity Drive
9. Switch Anchor Lock/Unlock

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Tips and Hints:
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Check the Codex room for some tips and hints and all controls of the ship.

This ship's main cannon is meant to be used with realistic weld speed, or faster.

Cap'n, I still have a question
Ask in the comments, I'll answer whenever I can.

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Armament:
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1x Plasma Cannon
9x Conveyor fed Gatling Turrets
7x Conveyor fed Missile Turrets
4x Conveyor fed front mounted Rocket Launchers
24x External Small Turrets
6x Interior Turrets
2x Dual-Decoy Launchers

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Systems:
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Powerplant - 2 Large Reactors / 12 Auxiliary Batteries
Communications & Tracking - Short/Long Range Antennas / S.O.S. Beacon / Laser Antenna
Life Support - Fully Pressurized / 8 Oxygen Tanks / 12 Oxygen Generators
Aiming Camera / Docking Cameras / Surveillance & Observation Cameras
Mobility - Booster Drive / Gravity Drive / Jump Drive
Escape Pods
Bulwark Mode
Hangar - Regenerative floor plating

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Technical Specs:
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Block Count: 4,642
Primary Storage: 842,000L
Secondary Storage: 125,000L
Curb Weight: 4,394,756.00Kg (Approx.)
Power Output (Max): 731.3 Mw
Length: 140 Meters / 56 Large Blocks
Width: 47 Meters / 19 Large Blocks
Height 35 Meters / 14 Large Blocks

Performance:
Main Propulsor Type: Ion
0 - 100 M/s: 15.38s (21,620.16Kn)
Acceleration rate: 6.5 M/s/s
Up: 2.0 M/s/s
Down: 1.6 M/s/s
Sides: 1.2 M/s/s
Reverse: 1.3 M/s/s
Secondary Propulsor Type: Hydrogen Mobility Booster
0 - 100 M/s: 12.82 (27.020,16Kn)
Acceleration rate: 7.9 M/s/s
Up: 2.9 M/s/s
Down: 2.5 M/s/s
Sides: 2.1 M/s/s
Reverse: 2.6 M/s/s
8G Gravity Drive
Added 3.5 M/s/s forward

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Scripts Used:
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Automatic LCDs 2 by MMaster: http://steamproxy.net/sharedfiles/filedetails/?id=822950976
Floor Plan Script Mk1 by Alysius: http://steamproxy.net/sharedfiles/filedetails/?id=716048498
Auto Door and Airlock Script By Whiplash141: http://steamproxy.net/sharedfiles/filedetails/?id=416932930&searchtext=whips

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Update Notes:
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
V1.3-II
-Fixed the P.Cannon/Gravity gun not firing due to changes on latest major update
V1.3
-Fixed an issue where the projectile wouldn't leave the cannon in survival mode
V1.2
-Plasma cannon rate of fire increased
-Added auxiliary power in case the main reactors get damaged
-Added audio and visual alerts for battle mode and added it to the 1st action bar key 6
-Moved gravity drive to action bar 3 key 8
-Reworked some LCDS and corrected some typos
-Replaced a few light armors with heavy for better protection
-Pre-configured the secondary control seat in case the bridge is compromised
-All doors closes faster now
V1.1
-Small harmless lord clang was resolved
-Plasma beam can no longer be countered by gravity shields once it has left the cannon entirely, and now can reach even higher speeds with speed mods, in case you use one. Glows brighter.
-Showers are 'cooler' and works as soon as you enter the bathroom
-Mobility booster also slightly increases pitch/yaw/roll power
-Holo table projector and projection changed
-Time before the doors automatically close has been reduced
-Several external lights and engines glow were adjusted
-Bridge night mode lights and normal lights were fixed
-Small paintjob fix
-Swapped a few light armors to heavy

Enjoy!
87 Comments
Rodrigo  [author] 24 May, 2021 @ 1:42am 
@Sunshine738 do you have scripts enabled?
Sunshine738 23 May, 2021 @ 8:07pm 
For some reason I can't get the plasma cannon to fire properly. It won't fully form the torpedo and then what it's made just sits in the PC bay. It looks like there may be a timing block issue? I'm not sure what to make of it, though. Any ideas?
SevenofThr4wn 12 Dec, 2020 @ 1:21pm 
Okay thanks
Rodrigo  [author] 12 Dec, 2020 @ 2:36am 
Yea, you could go the LCD on ship you like the display, open the terminal and go to custom data i think, there you'll see the code, just copy it and tweak to your liking, but you should read the automatic LCD guide so that you can make it work as you want
SevenofThr4wn 12 Dec, 2020 @ 2:13am 
@captein Joe do I get it to work like yours? because yours looks pretty and good
Rodrigo  [author] 11 Dec, 2020 @ 11:35pm 
Hey there, it was automatic lcds v2, there's a link in the scripts section
SevenofThr4wn 11 Dec, 2020 @ 10:35pm 
@Captein: hey, what script did you use to get the coordinates on the main bridge?
Rodrigo  [author] 4 Jul, 2020 @ 2:39am 
lmgkllrpro007 to re-add them, you need to have the projectile in the cannon attached to the merge block and not let it launch, then the objects you need to put within the timer will appear in the terminal list to be re-added to the timer block, if you need help doing this you can add me and i'll assist you.
lmgkllrpro007 3 Jul, 2020 @ 10:01pm 
The issue is the timer blocks broke and had to have alot of reprogramming and one of those broken commands was accidentally deleted and couldn't be readded
Rodrigo  [author] 2 Jul, 2020 @ 1:58am 
@lmgkllrpro007 yes, if they are showing as 'broken' commands, do not worry, they reference to projectile after its build and is connected with a merge block, while the cannon barrel is empty they appear broken, thats normal