Space Engineers

Space Engineers

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WRMS-E
   
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Type: Blueprint
File Size
Posted
Updated
2.214 MB
23 Apr @ 2:19pm
24 Apr @ 8:06am
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WRMS-E

Description
WinterRose Modular Ship - Extended


SCRIPTS ENABLED REQUIRED

This ship provides exceptional versitility by providing two module slots. one on the front, and one on the back
The entire ship has access to large conveyor ports

This ship does a lot of things automatically, yet still you have a full hotbar. What does each action do:
1: disconnect front module
2: disconnect back module
3: Toggle extra thrusters manually (does not work when they are forcefully enabled through weight)
4: land automatically (to use, must recompile when seated after each world load/server restart)
5: Toggle automatic horizon control on empty cockpit
6: switch between different modes on the bottom cockpit LCD
7: manually switch the docking of the ship
8: enable carry mode (the ship will not attempt to slow down. mode is disabled upon re-entering the cockpit)
9: force connect modules. this can help when issues occur with connecting a module


This ship will attempt to save itself when falling towards a planet. it is however not perfect. but it tries its very best.
depending on the speed and weight of the ship, if there is no pilot in the ship, and it is falling faster than 50m/s towards a planet, it will enable all thrusters and slow down, after slowing down it will slowly decent to the planet until touchdown
This feature was made with 500m/s + in mind. anything below or equal to 500m/s has the highest chance of actually surviving a fall towards a planet


Making a module for the ship.

you have to have a merge block to connect, and 1 or 2 connectors depending on if its for the back or the front.
you need 2 timer blocks on the module, and some batteries to provide the module with power so long it is not attached.
NOTE: On some servers a beacon is required for any grid to not despawn

in the custom data of the merge block you type the following

ModuleData:
{
name = module name can be anything
disconnecttrigger = NameOfYourTimerBlockToDisconnect
}


the first timer will turn the connectors and the merge block off. only those that the module has. do not change the state of the ships mergers or connectors, and it should start the second timer

the second timer should re-enable the modules merger and connectors

i have found that a 5 second timeout on the second timer works very well