Space Engineers

Space Engineers

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Borealis
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Type: Blueprint
File Size
Posted
26.695 MB
24 Sep, 2020 @ 12:56pm
1 Change Note ( view )
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Borealis

Description
--- Capital Ship : Heavy Science Spaceship ---
Can explore all environments: Space / Any planet biomes (All atmospheres / all gravities)
Planet Capable : can land and take-off even from Alien Planet.
Full Vanilla + DLCs
Survival Ready, completely airtight.
A ship with a fancy moving part, just to defy the Almighty Clang. Was tested in all conditions, the moving ring never fails. It contains the batteries, several solar panels and some Hydro/Oxy Tanks. In exploration mode the ring is deployed for eventual solar efficiency. When landed the ring is collapsed to face the panels upwards and to allow landing on ground. This ship has a hangar with access from the top and a connector system, plus a landing pad for quick access and take-off. The ship has all functional blocks, in the hub (just after the entrance airlock), in crew quarters (for 4-6 idle players) and in the fancy captain quarter. The main production room is located near the rear engines, while the medical section is divided in the two corridors near the outer ring. Almost all doors are auto, except the Hangar access ones for security.

About the bridge : the pilot seat gains access to everything, but several control seat for crew members are also present to help the pilot control everything : one for controlling access and dealing with damage to the hull, one for maneuvering, one for energy control and one for docking and hangar management.

About the moving ring : there are commands in the control seats to invert the rotation. When the ring is in place, do not forget the lock the rotor with the second command or it will end in sadness and possible explosions. Your are free to straffe while the ring rotates but avoid pitch movements

--- Take-off and landing ---
Ship is planet capable, yet best performs in orbit or in deep space.
Rotating Ring for landing and solar efficiency (solar panels are facing up while landed, facing forward when deployed).
The ship requires full Hydro tanks to take-off, but need just several seconds-worth of hydrogen to land (with dampeners on, see below).

Landing
4 Parachute Hatch are located around the ship, facing upwards. Deploying near ground level is ok, giving you a falling speed of around 20m/s and downwards acceleration due to mass of around 2m/s/s ; keep the belly of the ship facing towards the ground. Hydrogen thrusters with inertia dampeners on will (should) stop the ship.

Take-off
Face ship belly towards the ground and use full power to hydrogen thrusters. Keep the ship level during take-off. Manage your acceleration to save hydrogen stock by not overshooting the speed (not > 90m/s). Turning off inertia dampeners can help save more.

Ship modules
Total empty mass is ~ 5.6 kT
Several gyroscopes, enough IMO.
Can Jump 450 km when empty.

Has what it needs to have remote control (You might need to tweak the antenna range/faction).
Has Programmable blocks with scripts. The programmable block tagged as « General » is for you to use, the others serve for several ship functions.

Power:
1 Large Reactor
16 Solar Panels
30 Batteries

Gas:
Lots of H2/O2 Tanks and H2/O2 Generators

Defence:
NONE (it's an exploration ship)
No conveyor system was implemented to build defence system anyway. If you find that this ship lacks firepower, I can suggest using Energy Weapons Mods or docking fighters

Storage:
Several small containers + 1 Large

Production:
1 Refinery with modules
2 Assemblers with modules

Others:
1 Jump Drive
2 Cryopods
2 Gravity generators
1 Cosy Hangar (with connector system).
1 Landing Pad

Entrance has double sliding doors as simple Air Lock. Access possible from the sides, and the landing pad.
Machinery (engineering room) is packed inside the rear of the ship. Access via both sides, and is airlocked.

---End note---
I wanted a function ring but it presented limitations, so I reduced it’s use and is mostly for roleplay and for the challenge. It’s sole utility is to be able to change the solar panels orientation.
The Scripts used in the different LCD screens are the "Automatic LCDs 2" by MMaster, "Floor Plan Script" by Alysius and "Power Graphs" by Remaarn. You might need to refresh the scripts somewhere if the scripts fail to launch.

11 Comments
Evangeluss08 13 Jun, 2023 @ 2:49pm 
with pleasure do you have a link? I can't find it ^^
Gray.Vice  [author] 13 Jun, 2023 @ 11:47am 
Thank you, if you want go check my workshop for the upgraded version :)
Evangeluss08 13 Jun, 2023 @ 8:20am 
thank you for your answer^^ I thought of it when I saw the advanced rotor hitbox, it's going to be a surgery to place the rotor head in it^^ otherwise I love the design^^
Gray.Vice  [author] 12 Jun, 2023 @ 9:36pm 
Ho sorry there is no conveyor system in this version so the rotor head has to be at the middle. My V2 of this ship (which is bigger) also have a functional ring with hydro thrusters. It's the same tho
Gray.Vice  [author] 12 Jun, 2023 @ 9:33pm 
@Evangeluss08 been a long time but if I remember correctly, if you play survival, you have to build the ring and the ship separately. Remove the rotor head by grinding it (I think the rotor base is in the ship hull). Then, add a independant head on the ring at the required place (it should be a conveyor block to let through the hydrogen for the thrusters). Then you carefully fly the ship in the ring and attach everything.
Evangeluss08 12 Jun, 2023 @ 5:45pm 
hello, I have a question, how did you attach the ring to the vessels with the rotor?
Nick The Duck King 29 Nov, 2020 @ 8:24pm 
Wow nice Vulcan D;kyr class
King Bucket 30 Sep, 2020 @ 11:09pm 
Nice job making Vulcan D'kyr class.
ZV7EKET 27 Sep, 2020 @ 7:54am 
Well, this is really beautiful.
I can't stop look at this.
It's not so popular, but it shows, why we're playing in SE, where everyone can make a ship of their dream.