Space Engineers

Space Engineers

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Benpearson19 Dec 2, 2014 @ 10:19am
Large ship Ideas?
So Im building a large ship (survival) and I'm stumped for ideas. Not sure how it should look, where to start off... What rooms does a big ship need also?
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Showing 1-12 of 12 comments
Stinger Dec 2, 2014 @ 10:31am 
First: What the hell do you want your ship to do.
Frigate, mobile base, oversized kamikaze, flying party gun, flying gravity party gun, etc.

Second: How huge do ya want.
Tiny, small, sorta small, station size, bigger than a cargo ship, bigger than a big cargo ship, bigger than a planet etc.

Third: What is your corridor layout gonna be.
Complex, complex, complex, maze, complex, or complex.

Fourth: What do you want it to look like, versus how good is it gonna be.
Beautiful but ♥♥♥♥♥♥ (arron74), decent and practical, or pathetically boring and sooper dooper practical.

there ya go, questions ta ask yasalf
Benpearson19 Dec 2, 2014 @ 10:46am 
thank you :D
raymazoida Dec 2, 2014 @ 11:52am 
You will want a reactor room. preferably one surrounded with heavy armour. You will also want a brige, if its a warship you will also want this surrounded with heavy armour, otherwise you can glass it up if ya like.

Other than that.... A hanger is always good... I mean you got to get into the ship somehow! This of course means you need some sort of shuttle designed to take you to the ship - you really just don't want a door - the hanger should have a double doored airlock leading away from it if you want to be "realitic"

Other than that......
Tericc Dec 2, 2014 @ 12:14pm 
also if its going to be designed to withstand combat you also have to remember to suround the interior of the ship with electronic components that is closer to the hull then your more vital components. I typicly design my ships that may see combate with an exterior and an interior wall where the systems with computer compnents that are not so vital to the situation will become effectvily decoyes to missle turrets and other automatic weapons, thus waising valuable ordinance for an enemy to drill through the first layer of heavy armor to get at.

I designed a mining carrier where its mission is to trasport large block mining ships(useing magnetic blocks since landing gear cannot be trusted) and the carrier itself stores the ore to bring back to the refinery.

But its a large ship destroyer size with 8 large cargo holds for the ore, the bridge itself weighs almost 2m kilos its other parts i do not know but its total weight is something to behold thnx to the two layers of armor, the exterior being heavy and the interior being light(for manuvering sake)

So thats something else to consider for the mission of your ship do u want to get away or outlast your enemy? If your enemy so happens to find it. Sometimes its best to do neither and just sit there looking intimidating, its survival after all its surpizing how many people think more then twice if they should or should not (in more respectable servers anyway)
dga8705 Dec 2, 2014 @ 12:16pm 
I usually build rooms as I need them. If I'm making a capital ship to hold everything, then I start off with refineries and assemblers, with just minimal power, then cargo, then expand to a power room, bridge, make a proper medical room, etc. I usually have gotten to the point where I have all this stuff before hand, but it is just all put on a base randomly, so I just go through and make each piece into a room. If I am feeling creative, I'll also add in the roleplaying rooms that aren't really needed, but look nice, like a mess hall, hydroponics, etc.
Teo (Banned) Dec 2, 2014 @ 12:38pm 
I preffer functionality over hudge designs.

Trust me. Big ships are good all - rounders.

Try to make it compact, and try to make it so it has everything. Make it so it is easy to built and does not require many resources yet it overcomes any other large ship.
Namdoolb Dec 2, 2014 @ 2:25pm 
The first step I take in designing a ship is to define what I want it to do.
Once you have that set, then a lot of the rest follows. If you're building a mobile base, then refining and production facilities are paramount, as is easy resource transfer and good storage capacity. If you're building a carrier then the hangar system is central to the design of the ship. If you're building a general combat ship, then the weapons and their arrangement are going to be the first thing you think about.

You can get a rough estimate of how large you'll need to make the ship based on how large the primary system wants to be. (scaling up the main function of the ship is going to have a knock-on effect that makes the whole ship bigger)

I try to build the interior layout first before working on the ship exterior. You can use the deck layout to define the general shape of the ship, and you can always pad it out or add an artistic touch to the ship exterior when you build it.
By contrast, the few times I've tried to shape the exterior first has resulted in a very cramped ship interior as I tried to cram everything into the space I'd left myself.

What I will say is that if it's for survival, try not to make it too much bigger than it needs to be. A larger ship is going to have a much higher energy consumption, be a bigger target, and likely not be able to get away as fast; there's always someone with a bigger ship.
Oh, and take advantage of the new projector block to plan the ship out in creative :-)
Potato Soup Dec 2, 2014 @ 3:52pm 
Giant pizza. mmmmmmmmmmmmmmmmmm
Nightwing Dec 2, 2014 @ 8:23pm 
In my survival world, I built a pretty decent mobile base.
It has 9 L storage containers, 2 refineries, 2 assemblers, 3 L reactors, and 4 connectors (1 on a dorsal landing pad, and 3 side-by-side in an internal hangar).
I started by designing the funnel, followed by the main conveyor system. Once that was done, I built toward the front, putting in the aforementioned hangar, followed by the starcases to the cockpit. Once that was comnpleted, it was time for me to put in the engines and gyroscopes.
Upon completion, I converted it to a ship, and it works beautifully.
raymazoida Dec 3, 2014 @ 12:24am 
What those 3 L reactors doing?

I have 2 refs, 4 assemblers, and 10 arcs on my medium drill ship powered by 4 small reactors
Benpearson19 Dec 3, 2014 @ 9:11am 
jesus sorry for not replying I didnt realise i had this many posts. Thanks for all the replys THey're really helpful for me :)
jarhead Dec 4, 2014 @ 8:33pm 
if you want a good battle command ship then the best thing i can say is to take a look at 2 others that were uploaded to the workshop, 1st is the tvsi avalon command carrier, 2nd is the retribution class heavy command carrier. the reason i say to look at both is because they will give you several ideas on how you can set up your ship so that you can not only have a few fighters for defence but you can also have some space for your construction, mining, cargo, and passenger ships and if built correctly it will allow for a wide array of designs (in case you have others helping you in a faction) but you will have to find a good set standard for your doors. most fighters built have a standard size of (this is in large block size) 2 high, 4-5 wide, and 5-7 long keeping this in mind it will help when you go to design your smaller doors but if you want a good reference for a cargo ship then i would recomend creating a ship in creative offline and sving it as a blue print and use the projector to display that in the area that you want your main hanger door or any other area where you would want to be able to manuever a ship of the same size and that will help you to judge the size that you have to leave open.

eaiest way to do the projector bit is to make a connector with the large ship/station projector on it and have that docked to a small ship/drone so that you can fly the hologram through your larger ship/station so you can check your corners as well as your doors
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Date Posted: Dec 2, 2014 @ 10:19am
Posts: 12