Space Engineers

Space Engineers

63 ratings
Nautilus - Submarine (Now Vanilla, No DLC)
   
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Type: Blueprint
File Size
Posted
Updated
24.538 MB
Aug 29, 2020 @ 12:25am
Sep 12, 2020 @ 2:22am
9 Change Notes ( view )

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Nautilus - Submarine (Now Vanilla, No DLC)

Description
My first attempt to create a working submarine (I always loved the design of the Nautilus from the Disney version of 20000 Leagues under the sea). This is a revised version with a few interior tweaks as well as improved speeds to the sub.

The moment I can figure out how to get the hatches airtight without adding any mods, the sub should be pressurised too. A modded airtight version is available here https://steamcommunity.com/sharedfiles/filedetails/?id=2215569719&searchtext=nautilus+-+submarine+%28modded%29

This is to be used with the latest water mod by Jakaria https://steamcommunity.com/workshop/filedetails/?id=2200451495.

SPEED
Submerged: 14 m/s
On surface: 18 m/s +

Dive and surfacing speeds are now also increase.

CONTROLLS
Tab 1:
1. Decrease dive speed
2. Increase dive speed
3. Dive On/Off (This will also begin to dive the ship if there is a value greater than 0 at no. 2)
4. Decrease forward speed
5. Increase forward speed
6. Engines On/Off (This will also start to move the ship forward if there is value greater than 0 at no. 5)
7. Decrease surfacing speed
8. Increase surfacing speed
9. Surface On/Off Off (This will also start to move the ship forward if there is value greater than 0 at no. 8)

Tab 2:
1. Switch stabilizing script On/Off (This switch Override to ON, on all Gyros, letting you use keyboard to turn ship left and right)
2. Switch Override on Gyros On/Off (Switch off after turning Stabilizing script off to have mouse control and sideways thrust to have more fine manoeuvring for docking)
3. –
4. Projector On/Off
5. Camera View
6. Spotlights On/Off
7. Lights On/Off
8. Open/Close Top Hatch
9. Open/Close Bottom Hatch

Any tips on how to improve this build are welcome.

10 Comments
DrDoom Sep 3, 2020 @ 6:12pm 
Hmmm this should work on my sub, I gotta make mine wider anyways since I got the proportions wrong so there should be enough room
⎝⧹Greedynuf⧸⎠ Sep 3, 2020 @ 9:13am 
Wow thanks for no dlc
Squirejj  [author] Sep 3, 2020 @ 4:40am 
@DrDoom, I just dissected the submarine that was showcased by the author of the water mod and created mine on exactly the same principles.

For both actions, diving and surfacing, I use atmospheric thrusters. My submarine contains 32 small Atmospheric Thrusters to push the submarine down for a dive and 14 thrusters to increase the surfacing speed (The Hydrogen tanks helps with this already). All the thrusters are switched off and their Override is pushed to the Max.

All the diving thrusters are pointing upwards and are grouped together and all the surfacing thrusters are pointing downwards and grouped together. If I want to dive I just switch on the dive thrusters and the surfacing thrusters off and vice versa for surfacing. There are also two programmable blocks running scrips to stabilize the ship, which I just copied from the water mod sub. One is Whip's Gravity Alignment Systems and the other I have no idea where it came from, didn't give a name.
DrDoom Sep 2, 2020 @ 5:47pm 
What about the mechanisms behind it? Im currently trying to build a typhoon class rn and its refusing to dive
Squirejj  [author] Aug 31, 2020 @ 12:49am 
@DrDoom, to submerge make sure no. 3 on Hotbar 1 is set to a positive value, lets say 90kN. Then press no. 3 to submerge, make sure no. 9 is set to off to get max diving speed. Same goes for surfacing, make sure no. 8 is set to a positive value, then press no. 9 to surface, same procedure here, make sure no. 3 is set to off for max surfacing speed. If you want to cruise at specific altitude under water adjust your dive speed with no. 1 and no. 2, this setting will depend on how much materials are loaded into the cargo and reactors.
Pariah Devalis Aug 30, 2020 @ 10:23pm 
I -think- adding a merge block on the hatch, and allowing the hatch to overhang the actual aperture of the passage will create an "airtight" single grid seal. You'd need to set a specific hatch's button to call to one timer block to deactivate the merge and activate the hinge, and possibly a second to reactivate the merge block. That way you can prevent merge block related damage. So two timer blocks per hatch.
~(WoE)~ Field Marshall ShVAK Aug 30, 2020 @ 9:36pm 
this takes me way back
[82DK] wyomingwolf Aug 30, 2020 @ 6:53pm 
Very nice build
@peppy The future is now and the demand is high
PeppyMoss Aug 30, 2020 @ 5:13pm 
People are having so much fun with the water mod.
DeAnti Aug 30, 2020 @ 12:19pm 
sicc!