Space Engineers

Space Engineers

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TC505 Makara-Class Pleasure Cruiseliner [Vanilla]
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Type: Blueprint
File Size
Posted
Updated
78.955 MB
31 Aug, 2020 @ 2:55am
25 Oct, 2022 @ 6:42am
93 Change Notes ( view )
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TC505 Makara-Class Pleasure Cruiseliner [Vanilla]

Description
PCU:177,003, Block Count:54.920
Blueprint is pasted as a Station for sim stability and to make exploring the interior easier, but is functional when converted into a Ship. Gyro steering is terrible, but can be made slightly easier by pressing [2] from the Cockpit Flight Seat.

Thank You For Your Secondhand Transport Purchase!

PLEASE CONTINUE TO BUY TOUNKIECORP PRODUCTS, SUCH AS OUR FINE LINE OF COMPACT FORKLIFTS!

- Automated Sales Agent


TC505 Transport Cruiser Basic Flight Manual

Flight Seat Cockpit First Toolbar Keyboard Keys
[1] = Toggle Atmospheric Cruise / Full Stop Hover
[2] = Toggle Delta Steering Mode (Mouse Assist Yaw Steering)
[3] = Engage Automatic Landing
[4] = Engage Orbital Launch Mode
[5] = Main Engine Burn

[6] = Turn on Flightshow Hologram Wings
[7] = Use Jump Drives (x3)
[8] = Toggle Floodlights
[9] = Open/Close Parachutes

Takeoff & Cruising
To takeoff from a surface, press the [1] key to begin hovering and gaining altitude, and then press the [1] key again to begin accelerating forward in Cruise Mode. Parachutes will automatically cut.

If Hydrogen Fuel is not available, the Atmospheric Engines are tuned to support the ship in a lower altitude Atmospheric Cruise Mode on the Main Reactor's electrical power alone.
===

Steering
NEW!!
Press the [2] key to enter Yaw Steering Mode, which will take the tedium out of moving the mouse to steer and override the steering gyroscopes to their maximum.

In first person view inside the Flight Seat Cockpit, the seat's LCD panel will change from
" | AUTOLEVELING |" to "< YAW STEERING MODE >"



In third person view outside the ship, bright amber corner lights will blink:



You can move your mouse once to the left or right to steer the ship as it cruises, and the gyros will yaw at full power. Over a long time, the steering angle will "decay" and your flight path will become straight again.

Press the [2] key again to cancel Yaw Steering Mode and channel all gyros to the autoleveling torque.
===

Landing
Press the [3] key in any gravity well to begin the automatic landing sequence. This reliquinshes control of all ascent engines, but you will still have full RCS thruster, Main Engine, and gyro control. Try to land on flat ground.

With Water Mods, water landings are possible as the Booster Unit doubles as the primary floatation hull when loaded with Hydrogen fuel. If Jakaria's Water Mod is used, it also starts automatically refueling Hydrogen if the collectors on the lower surface are immersed. It takes a while to refuel to 100%, but take the time to relax. You're on a cruise!
===

Launching into Space
Provided that sufficient Hydrogen Fuel is available (approx. ~13% of the total tankage), it is possible to fly the ship out of a gravity well and into deep space.

Press [4] to engage Orbital Launch Mode to turn on the Booster Unit's ascent thrusters and escape a gravity well. You have directional keyboard control over these large hydrogen thrusters to accelerate upwards faster. You may also wish to engage the Main Engines with [5] while angling upwards to break out of orbit faster.
===

Atmospheric Re-entry
In space, orient towards a planet and when you enter its gravity well, press [1] or [3] to begin aligning with its gravity.
When you enter the atmosphere, press [1] to toggle Atmospheric Cruise when you reach a comfortable altitude. The ship will try to maintain an altitude of ~980m above sea level.
===


Troubleshooting

Help! I cannot paste the ship from my blueprints.
The build is very PCU-intensive, and you need a PCU limit of 140,000 or more. Sorry about that. Please look forward to a MP-friendly version someday.
===


Help! The Hydrogen Thrusters keep fighting my momentum!
Sometimes, SE makes Hydrogen Thrusters behave as Inertial Dampeners when they should be disabled by overrides. This usually happens after pasting a blueprint. You can try pulsing the power off and on again. (default [Y] key).

If the reverse thrusters continue to fire, then the Flight Computer became disoriented after entering the gravity well. You can try pressing Trigger Now on the

FlightCommandReset Timer Block

to reorient the flight computer.

Finally, you can try to recompile the

Programmable block FlightComputer
===


Help! The ship keeps crashing into mountains, and all my passengers want a refund!
If your chosen cruise destination planet has very high mountain ranges, you can modify the Flight Computer's target altitude. Please access the programmable block named:

Programmable block FlightComputer

and send it this argument:

targethover = ####

where #### is your best estimate of a safe cruising altitude in meters above sealevel to fly safely over the mountains.
Then press Run and press the [1] key to re-engage Cruise or FullStop Mode again with the new altitude target.

Please make sure that you have enough Hydrogen Fuel! If not, land in Jakaria's Water Mod oceans to harvest some.
===


Help! I cannot walk on the interior floors without "stuttering" or getting stuck!
We're very sorry about that. The smallblock subgrids that comprise the interior floors can sometimes be "sticky" due to Space Engineering physics. After some time accelerating in flight above a planet or taking the ship out of a gravity well, they might settle down.

Try to reassure your cruise passengers that the loud CLANGING noises are just part of the normal operations of the ship. Feel free to use words such as "ambiance" or "sonic aesthetics". Another solution is to mask the unsettling noises with in-flight smooth jazz music.
===

3rd Party Script Credits

Thank you so much to these rad InGameScript developers:

ShipMainProgramMk2, by Elfi Wolfe
https://steamproxy.net/sharedfiles/filedetails/?id=1103394724

Visual Information System (VIS), by DMOrigin
https://steamproxy.net/sharedfiles/filedetails/?id=1984514349

Isy's Inventory Manager, by Isy
https://steamproxy.net/sharedfiles/filedetails/?id=1216126863

Whip's Turret Based Radar, by Whiplash141
https://steamproxy.net/sharedfiles/filedetails/?id=1707280190

Whip's Subgrid Thruster Manager, by Whiplash141
https://steamproxy.net/sharedfiles/filedetails/?id=757123653

AutomaticLCDs2, by MMaster
https://steamproxy.net/sharedfiles/filedetails/?id=822950976

Delta Steering, by cheerkin
https://steamproxy.net/sharedfiles/filedetails/?id=1837892374

Twinkie's Rotor Controller, by CptTwinkie
https://steamproxy.net/sharedfiles/filedetails/?id=640290076

Formation System - Leader, by avaness
https://steamproxy.net/sharedfiles/filedetails/?id=1542975902

Auto-Docking Optional Home Script 2, by Spug
https://steamproxy.net/sharedfiles/filedetails/?id=2155667657

Blarg's Fancy Flight Info, by Blargemode
https://steamproxy.net/sharedfiles/filedetails/?id=907619446

SHART | Script Handling Activation of Remote Timers, by Whiplash141
https://steamproxy.net/sharedfiles/filedetails/?id=2441200245

Power Graphs, by Remaarn
https://steamproxy.net/sharedfiles/filedetails/?id=1481175295

BasicBatteryManager, by Peter Cashel
https://steamproxy.net/sharedfiles/filedetails/?id=1676023665
43 Comments
kennet0508 3 Jul, 2023 @ 5:47pm 
Also by using buildvision you can add more spesific number values than with the ctrl click menu as it seemingly allows for one more decibel point than the K menu
kennet0508 3 Jul, 2023 @ 5:44pm 
Heres something i think youll find very useful:
https://steamproxy.net/sharedfiles/filedetails/?id=2965022823

I asked the devs for the exact positions of piston and rotor offsets, its helped me a ton in reducing phantom forces.
Kamu  [author] 3 Jul, 2023 @ 5:39pm 
@kennet0508 Thanks for your suggestion. It is very promising.

SE is so frustrating, isn't it? With its inane Merge Block and Grid rules that don't allow merged locking of a simple hinged wall, or even moreso allowing clang in the first place (poor feedback dampening of physics, floating point weirdness that generates phantom forces out of nothing).

I struggled mightily with clang while building these multi subgrid builds and I thought I had a good grasp on best practices (i.e. make sure none of the subgrids are touching, lock everything down with landing gear, save blueprints in a state with the least buildup, fiddle with inertial tensors, etc.) But with every update, they tweak the physics a wee bit and it throws everything off again.

I will definitely use your technique in newer builds too! Appreciate it.
kennet0508 3 Jul, 2023 @ 1:56pm 
@Kamu the elements that are causing clang you described, (Infinite loop that builds up)
With the new event block, you could probably add some simple logic/timers that disconnects the hinge or rotor thats causing the buildup while its in its merged state. that would likely alleviate the clang buildup.

Example:
Closing:
Event block: Merge block merged -> Trigger Disconnect hinge or rotor causing the massive buildup.

Opening:
Timer block 1: Attach hinge or rotor causing the massive buildup + start timer 2 ->
Timer Block 2: Start opening sequence.
Kamu  [author] 3 Jul, 2023 @ 1:05pm 
@BigErn77 Thank you for troubleshooting that reactor room! It's a big clang magnet because I have broken a lot of sensible building rules... There is a large loop of subgrids that make up the rear hatch and this causes a phantom force feedback that builds up infinite clang while moving the ship around. It's in contact with the little platform and exerts that massive force on it, popping the platform out of the hinge.

One (terrible) solution is to disable the merge blocks holding it shut and "vent" the excessive build up of clang forces, then re-attach them while the ship is at full stop, preferably in deep space.

I've haven't extensively tested hard-landing the ship on solid ground since I designed it to land on its float booster with Jakaria's water mod, so thank you for doing this. I'm taking what I've learned about clang and am working on new designs, and I hope they will be more maneuverable too.
I really appreciate that you checked out my big, clangy baby :steamhappy:
BigErn77 2 Jul, 2023 @ 8:41pm 
I noticed loud crashing sounds from within the ship when I move it around, mainly when I engage the large rear hydrogen thrusters. I went to the back of the ship - to the reactor room - and the platform with the screen and the 5 surrounding buttons is shaking dramatically and making banging sounds. I also noticed that if I Ctrl-X the whole ship, that platform remains, so evidently it had completely detached from the ship at some point during my flying around. (A few other parts also detached and were floating in space after the Ctrl-X.)

Update: I can to some extent keep these hinges from coming apart, simply by not landing on a planet. It seems the stress of the landing causes too much stress for the subgrid linkages?
BigErn77 1 Jul, 2023 @ 6:24pm 
This ship is a masterpiece. I'm in awe.
kennet0508 26 Oct, 2022 @ 12:42pm 
Wow this is awesome reading! I do need to correct you, this was not bothersome, it only helped pique my interrest,and its good to see that something is going on with existing awesome BP's, but at least now you know that every time you reupload it, all 2690 subscribers get a download from the workshop page of a few KB. so a change log is appreciated

what a huge mountain of changes since last i saw i. Im clearly repasting this blueprint next time im on to see the changes, cant wait!

Ps: remember to every now and then paste the cloud version from the workshop to verify that everything works, ive had situations where after the BP is pasted, its different from the one im working on locally in save. (had a crane where the crane lift fused itself to itself and evrything exploded when pasting the workshop file.)
Kamu  [author] 26 Oct, 2022 @ 5:05am 
Hello! Yes, I keep updating status display scripts in the bridge to have more functionality, but I'm an amateur programmer and am nervous about losing my work, so I'm saving to the cloud often. I did not realize it was a bother to people and I'll try to condense them into sparser, weekly updates. Sorry.

I'm also prepping some functions of the ship to be simplified with the upcoming AI grid update blocks. I'm really excited about them!!

I'll be more diligent about the changelog from now on. Here are some of the major changes to this blueprint since last year:

1. Re-engineered the dorsal solar panel array to fan out and collect more energy.
2. Added a small folding shuttlecraft in the starboard bay, and a docking claw that helps it launch in a tight space.
3. Replaced some conveyor junction blocks with reinforced conveyors so the fewer connection points simplify the conveyor calculations.
(cont'd 1/3)
Kamu  [author] 26 Oct, 2022 @ 5:05am 
(cont'd 2/3)
4. Added more downwards hydrogen thrusters on the lower booster to help with lift when the ship is filled with ice/ores.
5. Regrouped the hydrogen tanks and created a visual fuel status display in the bridge.
6. Added a script and Power Graphs displays to automatically manage the reactors and hydrogen engines.
7. Replaced "pretend" LCD-based heat vents with heat vent blocks.
8. Added more small-block furnishings to the upper deck promenade (the large windowed area just before the bridge corridor)
9. Added more ion thrusters for electric-only space maneuvering.
10. Updated the rear engine nacelles with survival kits on the service walkways and subgrid hydrogen tanks that add more detail to the large grid blocks.
11. Added a custom sensor turret on the dorsal starboard surface to feed target data to the Whip's Turret Radar system.
12. Minor improvements to armor shaping as new official slope blocks are added.
(cont'd)