Space Engineers

Space Engineers

Not enough ratings
Taiidan Qwaar-Jet Heavy Cruiser Display
   
Award
Favorite
Favorited
Unfavorite
Type: World
File Size
Posted
5.005 MB
1 May, 2017 @ 6:48am
1 Change Note ( view )

Subscribe to download
Taiidan Qwaar-Jet Heavy Cruiser Display

Description
"Kaaren...You've Taken One Step Too Close To Me..." - Emperor Riesstiu IV:

I played the Homeworld games a lot back in the day. I'm even privelaged enough to own an orignal Homeworld: Cataclysm Disc. Back when I did play those games, I was a pirate. When it comes to stealing ships, few beasts put up the kind of fight that the Taiidan Heavy Cruiser does. It's gun placemetns are oriented just right to shoot in any direction, while its full-frontal firepower is completely overwhelming. I've tried to re-create that here. When in Stand-By Mode it is an orbital base, but when fully booted-up it assumes its true role of orbital siege craft. In normal Homeworld, the Heavy Cruiser does not feature a hanger, but in the Homeworld 2: Complex Mod, it does. I took that thought to heart as I had a lot of space to work with. Rather than post the blueprint, I decided to put up this display world as the ship utilizes 35 mods.

This hanger is capable of docking four fighter-class craft with dimensions of 7H 30L 13W (Vaygr-Style Fighters / None Included). Each docking bay is equipped with a welder array in order to repair damaged fighters. Alternatively, if no fighters are docked, the hanger also doubles a super-weapon. Capable of "3D Printing" cruise missiles and orbital bombs using the welder array, the Heavy Cruiser can produce and deploy either one of these munitions in under three seconds. This process is entirely automated, simply select which you want by turning on the corresponding projector, and then start the process by pressing button #4 on the Hanger button panel. This process can be operated from the bridge as well.

Other notable systems include Two Megapoints of Energy Shielding and an automated Repulser Field that detects incoming enemy ships (and free-floating objects) and activates to repel them using Digi's Enhanced Gravity Generators Mod. This provides a measure of defense against enemy ore cannons, and player-designed munitions by attempting to "magnetically" repel them away from the hull. This process works on a 10-second loop and an Imperial Klaxon will play throughout the ship while the field is active in order to note to all crew members that gravity will be a little strange for a few seconds. It is also worth noting that the hanger super-weapon will automatically cancel this field when deploying a round in order to ensure that the field doesn't send the shells careening into your own hanger walls. While in Stand-By Mode the cruiser will keep a sensor out, scanning out to 1.5Km looking for threats and will auto-boot the systems in response if it detects one. Finally, the main engine array is capable of self-repairing any damage it suffers so long as the ship contains components in one of its storage containers.

This was my first real large ship build. Normally I speciallize in fighter-craft because I excel at tetris-ing all the parts into an area with no left-over unused block spaces. That's not so good on a large ship as you need to be able to get into everywhere to maintenance everything. Most of the parts are accessable in some way, though the batteries, eight (of twenty-eight) gyroscopes, and the timer blocks are all imbedded in various places hidden around the ship.


Features:
1GW Power Source
Automated Repulser Field (4G)
Cooperative High-Speed/Low-Power Assembler Array (200% Speed / 224% Power Efficiency)
Cruise Missile Launcher (Approx. 30,000Kg/3 Seconds @ 67m/s With Remote Guidance Out To 50Km)
Emergency Secondary Command Center
Energy Shield Generators (2 Megapoints)
H2/O2 Production Equipment (x1 Large Generator & x3 Small Farms Of Each Type)
Hanger (x4 Fighter-Class Auto-Repair Docking Bays)
High-Yield Refinery Plant (200% Yield)
Hydrogen Thrust System (Secondary Ion Thrust System)
Medical Facilities (x2 Medicl Rooms / x6 Cryo Tubes)
Orbital Bomb Dropper (Approx. 7,500Kg/3 Seconds @ 49m/s With 10m Proximity Burst)
Self-Repairation System (Main Engine Array)
Stand-By Mode Automated Power Discharge & Recharge


Known Issues:
At the moment, the missiles do not auto-snap to their remote control block's selected cameras despite the fact that they have their cameras set to default. I assume this is a glitch and will be repaired.

Only the Pilot Seat on the Bridge and the Emergency Pilot Seat in the Shield Generator Chamber have toolbars set. The other seat are all technically extras and are left blank so that your team members can customize their own control stations to their liking.
8 Comments
Sintharia 18 Feb, 2021 @ 6:56am 
Keep for posterity!
Beats-With-BothHands 17 Feb, 2021 @ 10:47pm 
it is history now, it must be preserved
Biomechannibal  [author] 17 Feb, 2021 @ 7:56pm 
Oh, yeah, this was one of my first upload before I really even knew what I was doing. I should really just delete this...
Sintharia 17 Feb, 2021 @ 12:48pm 
Shame it doesn't work now.
Biomechannibal  [author] 1 May, 2017 @ 7:18pm 
It uses 35 mods and I can do one if it's useful. It's just that usually I post a blueprint and I get asked for a world download, lol.
Beats-With-BothHands 1 May, 2017 @ 3:42pm 
Maybe make it a blueprint later with a mod list because this is pretty cool and i want to compare to my Ye 'olde Taiidan ship i made. Because its cool
Biomechannibal  [author] 1 May, 2017 @ 11:45am 
lol. One thing, don't use the super-weapon whilst moving. There is no stabilization field to the hanger; just a repulser. The munitions may collide with the hanger opening and go off. I've done my best to minimize this possibility with a sensor arming system though. Also, the force field cycles automatically to release the munitions as well so that the hanger stays protected for all but the 1 second it takes for the projectile to pass through it.
737✈Garrus 1 May, 2017 @ 11:18am 
Yay, i'm first-in! atleast i can feel some awesome! :steamhappy: