Space Engineers

Space Engineers

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PFS - JC3 - Muninn Jump Freighter
   
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3 Oct, 2015 @ 5:24pm
6 Oct, 2015 @ 4:07pm
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PFS - JC3 - Muninn Jump Freighter

In 1 collection by Lord Commissar
Phoenix Fleet Systems
34 items
Description
Muninn Jump Freighter

Mass: 11,798,691 kg
Acceleration: 6.8 m/s^2
Max Jump Distance: 2119 km (10 drives - empty weight)
Assemblers: 7
Refineries: 3
Hangar: 1

Cargo Systems & Color Codes
White - General - 5 Large Containers, 38 Small
Gray - Ores - 3 Large Containers
Black - Ingots - 6 Large Containers, 34 Small
- Refineries will feed ingots directly into these containers, as well as their intake from the general line
- This system contains an outtake sorter to allow intakes back into the general feed for assembler processing
Green - Ammunition - 6 Large Containers, 18 Small
Red - Uranium - 2 Large Containers
Yellow - Components - 4 Large Containers, 23 Small
Blue - Oxygen - 1 Large Container (Ice), 48 Tanks, 18 Farms (black, exterior), 12 Generators

Crew: 12
1 Medical
2 Support
3 Bridge
7 Engineering/Deck

The Muninn was created as an all-purpose Industrial Freighter capable of not only transporting cargo, but refining and processing it into raw materials for construction at shipyards across Phoenix space.

It was the first freighter to make full use of the new jump drive technology, allowing it to carry precious cargo to these locations within very short amounts of time.


----------------------------- USER MANUAL --------------------------

Operation is fairly simple, simply pay attention to the color code as you place and extract cargo. White should always be used for intake (this is general cargo), unless you are loading only one cargo type. Sorting will commence automatically.

The fuel line contains a cut-off sorter that can be found in the groups list. You can use this if you have sufficient fuel in your reactors, and want your uranium to remain in the cargo containers.

The Ingot system contains an outtake sorter that can be found in the groups list. You can use this to feed ingots back into the general cargo line for processing through assemblers. Some assemblers are directly linked to the refineries and should receive fresh ingots from them as well.

Most exterior connectors are attached to pistons, these are all labelled in the interface. Note that 'upper' and 'lower' refer strictly to pistons on the side and not below the ship. Pistons and connectors on the bottom will be marked as 'ventral'.

49 Comments
lillia meme 22 Oct, 2015 @ 12:04am 
Hey, Dark Lord, just a thought: perhaps you could do some sort of commision based system around the donations. Like, if you donate x amount of money you would make a ship catering to his/her needs and give them a blueprint when you finish. Lovely work by the way!
Lord Commissar  [author] 15 Oct, 2015 @ 8:40am 
it should be noted, though, that the hover system will most likely be completely obsolete when planets appear with natural gravity. it's one reason i don't plan on making any more small ships, especially hover tanks, until planets arrive.
Lord Commissar  [author] 15 Oct, 2015 @ 8:39am 
the second sensor will activate around 2 meters. it will turn off the thrusters (so you are no longer being lifted away from the ground) and turn on the mass blocks (so you are pulled back towards the surface)

if you've set up the sensors properly, there should be an equilibrium between 1.5-2m where you are not being lifted or falling, as neither thrusters or mass blocks will be activated. this will keep you from constant bouncing.

the main things to consider are 1) make sure you are far enough away from the ground so that you can perform maneuvers and give the sensors room to adjust things for you 2) make sure your pull down or thrust up is not so strong that it blows you out of the 1.5-2m range and you get constant bouncing. this is all about balance.
Lord Commissar  [author] 15 Oct, 2015 @ 8:38am 
the hovering system is a balance between mass blocks being pulled down by gravity, and thrusters pushing it away. the hardest part will be placing the mass blocks. you need to make sure the ship is perfectly balanced, or you'll nosedive or taildrag into the dirt. the ability to view center of mass in SE makes this easy enough. just make sure your rear and forward mass blocks are equal distance from the center of mass. this of course means that you should not put in any mass blocks until you are completely done building the tank, as otherwise your center of mass will get thrown off.

After that, you set up your sensor system, and you'll need two sensors.

the first sensor will activate around 1.5 meters (the distances are up to you, really). it will turn off the mass blocks (so your tank is no longer being pulled down) and turn on the thruster override for the bottom thrusters (pushing you away from the ground)

[TSF] Mason 1290 14 Oct, 2015 @ 8:19pm 
i came across the mod that gave the ability to build your own tank track system for vehicles. so i built a nice hull, survival ready. implimented custom area design for like "here is the battery, here is the primary power system, here is the ammo" ect. so i spent about 3 hours designing this chassy for a tank because i wish to put a little realizum into this part of my creation because. im very good and understanding about tanks and how their designed.

what happen? well the track system broke and no fix in site till planets get here.

so i scrapped the torrsion bar idea. to go with a hover tank aproach out of the same hull. i set it up so. after a certain distance, the hover tank would engage thrusters, then got far itd turn them off. but this only worked about HALF the time. im using the increase thrust and decrease thrust options and aparently you have to double tap + or - thrust sometimes to get it to work. no idea why.
Lord Commissar  [author] 14 Oct, 2015 @ 12:44pm 
to be honest, i don't do commissions. the reason being that i do get many requests for these kinds of things, and to take them all is overwhelm myself. at the same time, i don't want to be unfair by accepting some while not others.

if you're interested in hover vehicles, i'd be happy to give you more of a tutorial or answer any questions on how the hover system works. However, if you're looking for rolling vehicles, then there's certainly better designers than me in that area which could probably help you out better in the end, as i've only ever made one rolling vehicle. There's a good one made by another Phoenix member which you can find here: http://steamproxy.net/sharedfiles/filedetails/?id=510569001 i don't know if he ever works on commissions, though, but it could serve as some inspiration for you.
[TSF] Mason 1290 13 Oct, 2015 @ 11:51pm 
._. i just made a wall of text for a request... SORRY!
[TSF] Mason 1290 13 Oct, 2015 @ 11:51pm 
3.
i have nothing to lift it with...
ik this is a request that might intrest but your designes are quite unique and very diverse. theyre one of a kind.
my drop ship is a heavy lift, light item cargo transport.
it can lift from loose jeterson'd (i think thats the right word) cargo to ground vehicles and station cargo. it is suppose to be lightly armored as is. droping military is suppose to be fast and simple

so im looking for someone to develope a land vehicle large enough and heavy enough to test my ship. (tbh dont have to worry about weight. its moreabout size that matters)
if all goes well and i dont need to edit. i can even give you the dropship for your own editing. :D
http://images.akamai.steamusercontent.com/ugc/385413871783186495/D9EBDF3A8B2313825CDDD63B7F4E02D10E31D1D2/
(unfinished in this pic)
[TSF] Mason 1290 13 Oct, 2015 @ 11:51pm 
2.
SOO. this is where the new stuff is coming... planets are about to collide with us going lightspeed anyweek now... if the devs are still going well. so the design of ground vehicles are being made more frequantly. your hover system is at amaze... even though i try to make the same thing, it seams to faulter and not work... but anyways. after my hover type system didnt go so well. and actual gravity isnt implemented yet, so wheeled vehicles are held off till such gravity can be made to acomidate them. i jumped the gun and went inbetween that; with drop ships.

iv made my first array of prototypes based off other video games. but most didnt work well. and iv finally come to the conclution of a drop ship based off a real life helicopter know as the "Sikorsky S-64 Skycrane". it is modular to the lifting part very well. so now heres the issue.
[TSF] Mason 1290 13 Oct, 2015 @ 11:50pm 
1.
Hello Dark.
i am a R&D head for a SE group. i wont say the groups full name, but it is abriviated as TSU.
i have developed many ships from the ideas they have given such as special class type ships which diverse a polare oposite in base abilities that its original would hold (i.e. a special destroyer would be slower but more agile, slightly under armored, have side fire batteries, and other such features that the original destroyer would not include) Special type ships are taking the base original ship and editing it to acomidate a new fight style or new role in general.

then we have self repairing ships that have a very complex system of repairing and repairing other welders to further repair the ship outwards from its core. ect.