Space Engineers

Space Engineers

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The Kaikohuru Cruiser SR-2
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Type: Blueprint
Mod category: Exploration
Taille du fichier
Publié le
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4.720 MB
15 juin 2015 à 8h44
28 janv. 2017 à 22h40
96 notes de changement ( voir )

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The Kaikohuru Cruiser SR-2

Dans 1 collection faite par Avaslash
Rangatiratanga Industries
7 objets
Description



"You deserve to battle in style."

NO MODS WERE USED IN THIS SHIP



INFO:


[Kaikohuru: (Kai-ye-koh-hu-ru), Maori for Assassin.]

Unofficial name: The Legionnaire

The Kaikohuru Cruiser is designed to function as a hunter killer ship which can track down vessles and destroy them from a distance. Because its designed to function alone, it is made to be as self sustaining as possible with refineries, assemblers, and space to hold fighters and mining vessles. It is the swiss army knife of cruisers with multiple abilities built into a small package. Because of its unique role the ship is reserved for elite crews, hense the luxurious interior. These ships are supplied to governments and to private buyers as well.

This ship is NOT rated for planetary use. Just as a battle ship only operates in the ocean, this only operates in space. Including planetary capabilities would require that I sacrifice much of its design. A jack of all trades is master of none.

It's name is derived from Te Reo Māori (the language of the native people of New Zealand). In Te Reo, Kaikōhuru means assassin/killer. I recently added the SR-2 because this is the second iteration of the ship (re-uploaded after being taken down). It was inspired by when the Normandy in mass effect is destroyed and rebuilt even better as the Normandy SR-2.

Please rate this blueprint if you can :)



How to's:

How to fire torpedoes:

1) You can aim using the "camera front" and activating the projector "aim sights" which will produce a projection to help you aim the torpedoes when viewing through "Camera Front"

2) Start timer "Build Torpedos" you will an long alarm sound. Then you will hear a short buzzing alarm. This will tell you it is ok to go to step 2.

3) Start time "Fire Torpedos" you will hear a long alarm sound. A short buzzing alarm will sound when torpedo has left the silo and you are safe to go back to step 1.


How to launch escape pod:

1) Start timer "Prepare escape pods" it has a 1 minute delay to give you time to get into the escape pod. You can press trigger now if you are impatient.

2) Once in the escape pod wait for the hangar doors to open fully. Then start timer "launch escape pod." The escape pod will then launch out of the bay at 35 m/s.

Note: Preparing the escape pods is an irreversible process. Attempting to reattach them will cause the ship to spin out of control due to a glitch in the game. Do not attempt to launch the escape pods manually-- you WILL do it incorrectly. I built a timer into each escape pod that when triggered will handle the process for you. Pleas use that. If you accidentally start to prepare the escape pods then you have one minute to stop the process. This can be done by triggering the "emergency stop escape pod preparation" timer. Again do not attempt to load new escape pods into the ship unless you are very familiar with the games bugs and how to avoid them.

How to drop decoys:

1) Start timer "deploy decoys" (to stop deploying them start timer "stop deploy decoys")






Features:

• Fully survival ready

• 9 jump drives for a max jump distance over 1500km

• 12 missile launchers

• A gravity torpedo production printer (designed to have a single "push to build and fire" button on the bridge) (note that torpedos are designed to be built at max speed. If you use realistic welding speed please adjust the timer settings)

• A large array of turrets

• A gravity shield (that does not majorly impact gravity inside the ship)

• Space for 27 crew (with enough chairs to hold the crew during a jump)

• Includes a private Captains quarters

• Windows with opening/closing shutters

• Two large observation decks that can be sealed off during battle (all windows can be closed off)

• A large hangar with welders for repairs

• A gravity driven hyper drive (to bring it to max speed in about 20 seconds)

• Cryopods, a medbay, and all engineering equipment (refinery, assembler, arc-refinery, etc)

• Fully oxygen integrated with vents running throughout the ship. (also has 8 oxygen farms for emergencies)

• Deployable decoys that can be built in mass quantities via hidden projector and welders under ship.

• Cameras in every section of the ship (and exterior)

• Automated Escape pods with a total evacuation capacity of 24 crew.

• A projector for the entire ship blueprint to assist repairs of vastly damaged structures.

• An array of sensors on the ship which will detect enemy players and ships that get within range, and will sound an alert. Note you must turn on the sensors as they are disabled by default (enemy detection sensors).




Warnings:

DO NOT PRESS P FOR LANDING GEAR. Landing gear are used to hold the tables and escape pods and pressing P will destroy the ship due to rotor glitches.

Do not fire gravity torpedos while ship is rotating they could colide with the inside side of the ship and explode.

Bo not build torpedoes while ship is moving. The projector can become displaced and lead to an incorrect build.

Do not press the button to fire the torpedoes until the previous torpedo has already left the barrel (an alarm should sound in the bridge to tell you its ok to fire again).

Automated Turrets have a tendancy to accidentally hit the ship (this is a problem with the game).

Do not activate Turrets while firing torpedo as the turrets will fire upon the torpedo.

If you change the ownership of the ship to "Me" instead of "nobody" keep in mind that you must also change all hidden blocks on the menu AND the escape pods or else the escape pods will be shot at by the turrets. Additionally if you set the ship to "me" the torpedo printer and decoy printer (projector blocks and welders) wont work because the blueprints I created are set to "nobody" and ships owned by "me" cant print things owned by "nobody" so you will have to change the blueprint ownership to "me" as well.




Please check out the ships extensive gallery and tour here: https://imgur.com/a/DPVHZ

Or view this gallery to see how the ship was made: http://imgur.com/a/Zk16I#0


Additional Downloads: These are not required but were designed to be used along side the Kaikohuru.


The Mikara CFV-4 Fighter
http://steamproxy.net/sharedfiles/filedetails/?id=771714118


The Korako A-20 Corvette
http://steamproxy.net/sharedfiles/filedetails/?id=728959719


The Rangatira Carrier
http://steamproxy.net/sharedfiles/filedetails/?id=771720381



The Ekara SA-20 Fighter
http://steamproxy.net/sharedfiles/filedetails/?id=853289397




I want to thank the youtubers; Tartaros inc. , Dream Assembly! , Sleepless Knights Studios, Panurga, and Xeno for spotlighting my ship. Your spotlights were critical to my ships success.

Discussions populaires Tout voir (3)
33
10 avr. 2023 à 5h04
General Discussion
Avaslash
3
31 aout 2017 à 0h33
can i download the ship???
Fed ko
0
3 oct. 2016 à 5h04
Questions about ownership
Mooseydeath
737 commentaires
nopic87 12 févr. à 19h21 
How do you do that 3d preview
幼稚的小猫 27 févr. 2022 à 18h33 
2022的新作品呢
GalacticRodent 12 aout 2021 à 16h23 
Your works are awesome.
Storm 29 juin 2021 à 5h39 
Wish someone would update these beautiful ships, but they have never worked for me.
ganymede 2 juin 2021 à 5h44 
how do i jump with it (jump drive)
Bed Tundy 26 avr. 2021 à 15h22 
How Do i start the timers in the Escape pods?
Extinction 11 avr. 2021 à 18h27 
Hello, can i make an A.I faction out of your ships?
Katarina [WolfCraft Industries] 6 avr. 2021 à 5h07 
this is a very old blueprint, of course scripts will be outdated and things wont work like they used to in the past. it is from 2015... almost 6 years ago. the game has change a lot since then.
Aligned Manatee 5 avr. 2021 à 22h45 
The scripting is broken and there's also explosions going on in the ship. The oxygen farms don't work but there is oxygen in the ship
IkonicResonance 13 févr. 2021 à 10h02 
"Jack of all trades, master of none.... is often times better than master of one." is the whole saying. I do get why you didn't add planetary capability, though. It is one of my favorite ships on the workshop so far. That being said, these are probably the worst escape pods. Were they only meant for lunar landings?