Space Engineers

Space Engineers

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Borealis - MK.II
   
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Type: Blueprint
File Size
Posted
39.608 MB
14 Jul, 2021 @ 9:02am
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Borealis - MK.II

Description
--- Capital Ship : Heavy Science Spaceship ---

I’ll copy the description of the MK.I Borealis, as this one is just the upgraded and heavier version. Description will include the changes made ; check my (small) workshop to find the MK1 if this one is too big.

Borealis MKII

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 + Modded
Attention please !
This ship is modded with special blocks. HOWEVER, all said blocks are added in the rooms, but not blended inside. This means that if you try to load the ship without mods, it will be fully functional ! Basically, you’ll have the bigger version of the MK1 Borealis ! There won’t be missing parts, holes in the hull or disrupted conveyor system.

Design

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, some Hydro/Oxy Tanks and most of the hydro thrusters. In exploration mode (perpendicular to the ship axis), the ring is deployed for maximum thrust and brake. When landed the ring is collapsed to allow landing on the ground and give the big thrust push needed to leave the gravity of the planet. Full hydro tank can send you to space with no problem and with some fuel spare.
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 seats 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 to lock the rotor with the second command or it will end in sadness and possible explosions. You're free to strafe 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. The ship requires full Hydro tanks to take-off, but needs just several seconds-worth of hydrogen to land (with dampeners on, see below).

Landing
Parachute Hatches 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 ~ 7.5 kT
Several gyroscopes, enough IMO.
Can Jump.

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. Note that the script for damage visualisation can bug and needs to be updated manually to fit the screens.

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

Defense:
NONE (it's an exploration ship) if spawned in vanilla.
However, the ship is modded with shields mods and energy weapons mods (and their requirements) :
Energy Shields (to prevent armor penetration)
"Defense Shield” for resistance towards any assault
Directed Energy weapons for pewpew
Railguns for more pewpew

Storage:
56 small containers in the ship and in the ring

Production:
1 Refinery with modules
4 Assemblers with modules

Others:
2 Jump Drive
4 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’d advise using the “Relative top speed” mod, especially for quicker take-offs.
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.
3 Comments
GryffintheBaron 18 Jul, 2021 @ 12:23pm 
it looks more like a sideways mass relay from mass effect
Gray.Vice  [author] 14 Jul, 2021 @ 10:50pm 
OmegaBlade if you mean a script that allows the ring to rotate to adapt to the input, that wouldn't work. The ship is too massive and the thrust force is too high for the two poor rotors to sustain such strain.
But the ring is functional at least, it can aid the thrust depending on its inclination, event if you block the ring 45°. But that'd damage the hull I think due to exhaust
OmegaBlade 14 Jul, 2021 @ 10:24pm 
Now I am curious whether a vector thrust script would work....