Space Engineers

Space Engineers

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AS Kaliber MK1 - Artillery Cruiser ( No mods, Realistic, Oxygen ready )
   
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Type: Blueprint
File Size
Posted
Updated
2.515 MB
9 Aug, 2018 @ 7:53am
8 Sep, 2018 @ 6:33am
2 Change Notes ( view )

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AS Kaliber MK1 - Artillery Cruiser ( No mods, Realistic, Oxygen ready )

In 1 collection by Rusty
Atlantis Shipyards
3 items
Description
#3 in the workshop 13-8-2018



Auto Loading Gravity Gun
Features
- Auto loading
- Prefire protection
- Unlimited range*
- Allows custom payloads

How to use
Set "timerblock launch" > Trigger now
Prefire protection should protect the ship from self harm as it prevents fire until payload lines up with the barrel

(See below for workshop link)
*depends world cleanup settings

Ball Turret
Features
- Remote controlled
- Nearly 360/360 degree coverage
- Salvo script ready*
- Onboard ammo

How to use
Set "Remote controll oculus" > Remote controll
Unlock and unshare (inertia tensor) 'oculus' rotors
Activate rocket pods

(current version doesn't support MART script due to rotor placement)
*see below for workshop link

Launch Bay
Features
- 2 Missile capacity
- Gravity launch

How to use
Disable "Gravity generator engineering", activate "gravity assist", open airtight hangar doors & detach connector



The Kaliber - Origin
Designed in a period of peace where all military vessels were only allowed if a civilian version was produced as well. Purebread military vessels were not allowed due to fear of misuse. While the designs of a massive welding ship were being presented - which later concluded to be too impractical - a ship with the same silhouette but different purpose was already being produced in a far away orbital dock. After the discovery of this violation none of the original clients could be found. The ship's prototype and blueprints were bought by a company given that they would find a civilian use for its hull design. When a massive solar flare disrupted all communications acros all colonies the opertunity arose for a malita to rise. The need for purebread military ships was suddenly very apparent. The Kaliber was the first to assist the quickly retrofitted old warships, allowed the now disorganised union to stabilise small portion of the colonies and with that the Kaliber had proved its worth.



The Kaliber - Brochure
Type: Cruiser
Class: Artillery
Deployment range: ~1Mm (996 Km)

Controlls

1 Weapon select
2 Controll gatling turret
3 Fire Gravity gun
4/5 Gravity gun camera's
7 Activate Cruise mode
8 Activate Siege mode
9 Activate Battle mode


1 Enable/stall Launchbay
2/3 Release Decoybomb (! start with 2 !)
5 Enable/stall Ball turret
6 Controll Ball turret
8 Enable/stall Gravity gun
9 Fire Gravity gun


1 Start emptying overflow oxygen tank*
2 Stop emptying overflow oxygen tank
4 Pressure/depressure bridge


1/3 - 5/7 - 9 View camera

*if by accident the overflow tank fills up completely, the airlocks will no longer function. Also when this setting is on no airlock should be used

To do list:
From high to low priority
- Publish decoy scatterbomb Next up
- Improve small mistakes
- Write computer core script for build and play in survival
- Make alternative MKII with new ideas




Click here:

Auto Loading Gravity Gun

Gravity Gun Ammo





Make sure to follow me on steam if you want to see updates on my progress.
If you enjoyed the trailer please give it a like :D that helps me out a lot.

Please give your opinion :D
25 Comments
Rusty  [author] 6 Sep, 2018 @ 3:20pm 
@Guy_In_GasMask at the back there is an entrance in engineering. There is quite likely an elevator blocking the way which moves up and down if you walk close to it.
Guy_In_GasMask 5 Sep, 2018 @ 6:18pm 
where do you get in the ship?
Rusty  [author] 5 Sep, 2018 @ 2:31pm 
@z0mbieki11er96 heya! The gravity gun is already available as a stand alone blueprint https://steamproxy.net/sharedfiles/filedetails/?id=503090284 ( I am planning on updating it next week, aswell ), I'll upload the decoy scatterbomb as a blueprint this week and I was asked to upload the middle turret aswell so I might do that later.
z0mbieki11er96 5 Sep, 2018 @ 2:22pm 
Hay no-signal i would love to know how this works and to see and complete stand-alone functional units that can be incorporated into different ship designs.
Rusty  [author] 14 Aug, 2018 @ 6:08am 
@Venator I am flattered :blissful_creep:

@SMooreAce Thanks!

@Morpheus It's both its strength and weakness yeah, thank you :happy_creep:

@Titan In The Mist glad you liked it :blissful_creep:, first take at doing some story telling for me

@High Ground I will see what I can change up for the MK2

@GhostInShellMMS I has quite some storage onboard the ball turret though, but I get your point :calm_creep:

@Son o'Petrified Thank you! I am self learned, the best advice I can give is to start somewhere and listen to everyones feedback. I have quite some idea's for a MK2 :mean_creep:
JCapt 13 Aug, 2018 @ 3:00pm 
That is a terrific video! I am going to sub to your youtube just because of this!

Great presentation. Any chance I could learn from you about how to do that?

Also, great looking ship! The interior is... messy, but hey, if you can fix everything, you're set for combat. Well done.
Grumphy_Bear 12 Aug, 2018 @ 9:15pm 
well if that ball turret runs out of ammo mid fight you are kinda screwed with it, no reload but manual as fare i can see, but the ship looks nice.
High Ground 11 Aug, 2018 @ 2:07am 
Whip looks amazing from the outside, but the interior is a mess, buttons for blocks like the elevator are not assigned, airlocks take too long for a combat ship. But with a little bit of work this could be something amazing.
[MPW] ColTeH 11 Aug, 2018 @ 12:40am 
Design is from the game "Dreadnaughts" nice rendition though ;)
Lord Wraith SOL3 10 Aug, 2018 @ 10:45pm 
a great video, and an intresting design, well done for both :steamhappy: