Space Engineers

Space Engineers

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The Expanse - MCRN Sunaarashi
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
2.419 MB
4 Jun, 2018 @ 11:47am
19 Jun, 2018 @ 6:31pm
10 Change Notes ( view )

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The Expanse - MCRN Sunaarashi

In 1 collection by Papple2
Ships from The Expanse
6 items
Description
This is a non-canon MCRN design. It is about 25% longer than the Tachi it was built to scale with, see below, as well as slightly wider and massing around twice as much. The goal of this design was to build a ship derived from the Tachi that was slightly bigger and more powerful and help me figure out more about building MCRN themed ships as I move up in size. I imagine this ship as a rival of sorts to the Rocinante, a nemesis for them to face.

This is a fully vanilla design. The increase in size has enabled a more roomy interior and the addition of features such as a cargo bay, crew quarters, and four torpedo tubes for guided missiles. There are 14 levels inside, plus the reactor space. Included is a refinery with modules, two assemblers, two arc furnaces, oxygen generators, and oxygen and hydrogen tanks, and numerous cargo containers.

Compartments include:
Flight Deck
Computer Room
Airlock
Medical Deck
Crew Quarters
Galley
Cargo Deck
Cargo Bay
Engineering
Reactor Space

The following scripts are loaded onto the ship, and there is plenty of room for more:
Whip's Artificial Horizon
Whip's Missile Launch Script
Whip's Missile Guidance Script (Guided Missiles only)
Whip's Automatic Airlock Script
ColTeH's Light Color Change Script (An update of an old script)
Automatic LCD's 2
Alysius's Floor Plan Script
Phil's Ship Diagnostics

A few design elements are from Veshka's Tachi, the ship this was built as a companion to. Those elements include the PDC (Gatling Turret) mounting points and the Cockpit Flight Seat Display. Please go check out his blueprint of the Tachi if you haven't already.

This blueprint will likely receive some updates as I find new ways to improve it... or find things that need to be fixed. If you have any suggestions or other comments I'd be happy to hear them. This is only my second workshop blueprint and I'm still learning and getting used to putting content up. Thank you.

Please feel free to modify the ship to fit your in game needs. Just be sure to give credit to the original creator.

Veshka's Tachi:
https://steamproxy.net/sharedfiles/filedetails/?id=847580570

Whip's Scripts:
https://steamproxy.net/workshop/filedetails/?id=663612012

MMaster's Automatic LCD's 2:
https://steamproxy.net/sharedfiles/filedetails/?id=822950976

Alysius's Floor Plan Script:
https://steamproxy.net/sharedfiles/filedetails/?id=716048498

Phil's Ship Diagnostics:
https://steamproxy.net/sharedfiles/filedetails/?id=715138160

My Morrigan Class Patrol Destroyer (Scipio Africanus):
https://steamproxy.net/sharedfiles/filedetails/?id=1397422899

My (speculative) UNN Wu Tsao:
https://steamproxy.net/sharedfiles/filedetails/?id=1404414444


It has (finally) occurred to me that the name of this design is only two letters off from Tachi. I didn't choose it that way, an odachi is a Japenese great sword which was used by the samurai. Both the words odachi and tachi are Japanese in origin and are related in meaning. Perhaps it is fitting that this ship, being derived from the Tachi, would be named so closely, but I do have some thoughts about renaming it and will consider doing so if you guys request it and think I should.

Again, thanks for browsing this content.

Update: New guided missiles with cameras for direct control. As there has been some confusion with the guided missiles, I'd like to clear some of that. If you leave the welders and projector on when you fire missiles, they will keep reprinting and firing the same missile. I recommend you turn them off if you want to be firing volleys. I've intentionally left several programmable blocks, timer blocks and LCD panels open so that they can be customized by you to your preference.

Update: I've changed the name of the ship to Sunaarshi, which is Japanese for sandstorm, which seems fitting for a Martian ship. Of course, now this means that every MCRN ship I have has a name that begins with S, until I change the name of the Scipio here shortly.
Popular Discussions View All (1)
0
17 Jun, 2018 @ 10:43am
The ship's name
Papple2
18 Comments
Ronin 19 May, 2023 @ 6:54pm 
Cheers ace!:steamhappy:
Papple2  [author] 18 Feb, 2023 @ 10:29am 
@Ronin https://steamproxy.net/sharedfiles/filedetails/?id=1927058014 This was an attempt. Not a great build tbh. The shape of the aunbis is extremely hard to match in SE.
Ronin 18 Feb, 2023 @ 9:38am 
I need an Anubis Stealth ship. That would be cool to have.
Papple2  [author] 18 Jun, 2020 @ 6:16pm 
Not quite sure what you're referring to. Its been 2 years since I uploaded this, so maybe I've forgotten some detail. But the few reasons I had for this design aren't something that's been in an aired episode.
Neraph 18 Jun, 2020 @ 5:51pm 
No I get that, but in the ship description you talk about how it's larger than the Tachi. It's that very same episode that the "spoiler" events happen, so it shouldn't be that bad.
Papple2  [author] 18 Jun, 2020 @ 4:45pm 
I've got that one if you want it, a few versions even, all of them much newer than this old thing. This also wasn't made to be the Tachi/Rocinante, but some of the reasons why I made it get into spoiler territory for the expanse.
Neraph 18 Jun, 2020 @ 9:29am 
You spelled "Rocinante" funny.
badlowski1 3 Dec, 2018 @ 5:58pm 
Ok, sure i'll try out that Mod. I'm trying to make a personalized vanilla version and an OP version with Mods, and maybe a version that complies with MCRN regulations... after exams of course. I've been messing around with my own torpedo designs for a few months when i've had the time.
Papple2  [author] 3 Dec, 2018 @ 1:23pm 
Those torpedoes can be a bit finicky. The design itself needs to be replaced, as the rotors no longer do the damage they used to, and I haven't found the time yet to replace them. You might try double checking those settings, especially since the way to update them has been changed over time, as well as anything else that may affect it like the printed blueprint. I've actually been moving towards using the Homing Weaponry mod, as those are fairly fitting for Expanse ships and are much easier to work with, and I will likely be making a version of this with those mods when I can find the time.
badlowski1 3 Dec, 2018 @ 12:50pm 
--Continued--

When i've used the ship in worlds with speed mods, the clearance rate of the ventral torpedos rises to ~90%, but the dorsal tubes still fail to launch properly half the time (lag I think, maybe ill turn off the projectors and/or welders before firing). I have no real experiance with scripts/coding, so my current plan is to try designing a lighter torpedo (i'm tempted to use warheads, but not till i fix the launch issues) and possibly attatching the rotors that detach the missles to pistons if I can find/make room in the ship.

If you have any advice it would be reatly appreciated.