Space Engineers

Space Engineers

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[Magtek] Wayfarer MK II (SSGL)
   
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Type: World
File Size
Posted
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887.366 KB
Sep 14, 2015 @ 8:57am
Mar 2, 2016 @ 12:15pm
7 Change Notes ( view )

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[Magtek] Wayfarer MK II (SSGL)

In 1 collection by VORG
Magtek Collection
6 items
Description
Big thanks to Dream Assembly! for the spotlight over at Youtube
Dream Assembly!

The Botassiri are a sentient species, originating from the Solana Galaxy on Planet Bovan. They have orange, white-spotted skin, and adult Botassiri grow to 5-6ft tall on average. The Botassiri possess extraordinary intelligence, and never slumber as they believe in insomnism. They were the first species to condense the form factor of jump drives, making them suitable for smaller vessels. They are in rivalry with the Yagunerza, who are known to steal their tech and claim it as their own. Because of this, the Botassirian Monarchy were never credited for their discovery. The Botassiri were also the first race in the sector to expand and colonise other worlds, using their giant planet-boring machines to harvest rare minerals and metals. The Botassiri originally constructed and refurbished the Wayfarer using parts of old defective machinery, and it was the first ship to utilise their new jump drive technology.


Name: Wayfarer MK II
Type: Fighter Cruiser
Condition: A bit scratched, but sturdy
Weapons: Front mounted plasma beams, sniper rifles, gatling guns and rocket launchers
Defence: Gimballed side mounted gatling turrets
Constructed by: The Botassirian Monarchy
Imported and Sold by: Magtek


Features:
- No Pistons, No Rotors, Built with Survival in mind
- Fully DX11 Compatible
- Works in 1g atmospheres
- Mass: 403,271kg
- Thrusters: 268
- Gyroscopes: 53
- Triangles: 1,659,179
- 2x Gimballed gatling turrets
- 6x Front Mounted plasma beams
- 4x Front Mounted Sniper Rifles
- 6x Front Mounted Az Gatling Guns
- 2x Front Mounted Rocket Launchers
- 4x Medium Cargo Containers
- 2x Passenger seats with personal storage space
- 1x Refinery with modules: 300% Productivity, 119% Effectiveness and 150% Power Efficiency
- 3x Assemblers with modules: Assembler 1 at 150% Power Efficiency, Assembler 2 and 3 at 200% Productivity

Ship Manual: (Also found onboard)
1. System Boot
2. System Shutdown
3. Hydrogen Systems On
4. Hydrogen Systems Off
5. Enable RCS Mode (Space only)
6. Disable RCS Mode (Space only)
7. All Reactors On/Off
8. Open/close Boarding Ramp
9. Enable/Disable Ship Gravity

Page 2 - Weapon Systems
1. Klingon Plasma Beams
2. Sniper Rifle
3. Rocket Launchers
4. Gatling Turrets

Scripts Used:
- MMaster's Configurable Automatic LCD's
- Heat Sink Imitators
- Precise Timers
- Docking Status

#NOTE# This ship is optimized for DX11. Some things will look different, or not work in DX9

Also thanks to Tartaross for the awesome boarding ramp idea

#Graphically intense ship, so low end system users beware

If you want to see more awesome ships like this, be sure to support me and uprate!


Cruise the galaxy in style!

Known Bugs:
-Programmable block that runs the LCD and LCD2 Script will say assembly not found. To fix, import MMaster LCD script from workshop, check code and then remember and exit. Please pay attention to the TAG LINE in the script because one of them is LCD2, so when you import it again, just change the tag line to LCD2.

Big Update: 3/3/16
Added exterior vents for atmospheric O2 intake
Added more gyroscopes for better handling (still a bit of weight there)
Added several more batteries on the exterior (XPAR & AZ)
Added a few interior & exterior things
- Timers & Passenger lights/displays
Added heat sink imitator script (thruster lights react to % of power being used)
Added a few more miniguns (6 total for extra shreddage of the cheese)
Added hydrogen thruster systems (forward, back, left, right only)
Reduced amount of mods
- Removed DT Solar Panel
- Removed Heli Carrier Thrusters
- Removed Space Letters & Symbols
- Removed OKI Weapon Systems
- Removed Twin Blasters & replaced with Star Trek weapons
Added back missing Azimuth shields to the side thruster modules
Converted small conveyor port junctions on the sides to Gatling turrets
Added 2 more snipers because why not, looks badass
Adjusted and added new ship systems & displays
Added cool new sounds triggered through timers & sound blocks
Added repair projector (also added interior button & damage display LCD's)
Updated ship manual to correspond with new functions

Update: 13/10/15
- Fixed Freya turning off reactors when momentarily going into overload
- Fixed second LCD script not working (that controlled cockpit LCD's)
- Added several tiny fusion reactors to help with power problems due to recent updates

Update: 20/9/15
Several new additions have been made:
- Added 18 additional Gyroscopes, so tthe ships maneuverability has just about doubled
- There is now more forward directional thrusters
- A new programmable block has been added so that certain LCD screens update almost instantaneously (Cockpit, and Production)
- RCS Mode now affects upward as well as downward thrust (better for launching and docking)
- The cockpit now has working oxygen hooked up, but most be loaded seperately

Update: 16/9/15
- Fixed Freya timer block not triggering correctly
- Corrected a problem where the blast doors wouldn't close when the lights were off
6 Comments
VORG  [author] Mar 2, 2016 @ 12:21pm 
Big Update: 3/3/16
Added vents for atmosphe O2 intake
Added more gyroscopes
Added several more batteries on exterior
Added a few interior & exterior things
- Timers & Passenger lights/displays
Added heat sink imitator script (thruster lights react to % of power being used)
Added a few more miniguns (6 total)
Added hydrogen thruster systems (forward, back, left, right only)
Reduced amount of mods
- Removed DT Solar Panel
- Removed Heli Carrier Thrusters
- Removed Space Letters & Symbols
- Removed OKI Weapon Systems
- Removed Twin Blasters & replaced with Star Trek weapons
Converted small conveyor port junctions on the sides to Gatling turrets
Added 2 more snipers because why not, looks badass
Adjusted and added new ship systems & displays
Added cool new sounds triggered through timers & sound blocks
Added repair projector (also added interior button & damage display LCD's)
Updated ship manual to correspond with new functions
VORG  [author] Oct 26, 2015 @ 12:40am 
@Destructor, thanks for the kind words. The lights problem only happens in DX11 and it is a known bug. While the ships color quality degrades a little in DX9, it's worth a shot if it really bothers you that much.
Destructor Oct 25, 2015 @ 11:14pm 
I love how this ship looks. The level of detail borders on the insane and no matter where you look either inside or outside the ship, you'll find something new to catch your eye. I'm absolutely amazed at the amount of work you must've put into this to make it look so good.

Only thing I've really noticed that's an issue is that there's too many lights on this ship. The game engine sadly does not like this and kinda gets upset and starts removing them, especially if you come across another ship/base/whatever that's lit up.
VORG  [author] Oct 13, 2015 @ 3:37am 
Ok guys, udpated the ship so the cockpit and various other functions are no longer broken due to recent updates. Have fun!
VORG  [author] Sep 19, 2015 @ 5:25am 
@Tartaross, thanks for dropping by to check this out. You're more than welcome to change anything that you don't like. Also I like the precise timers on your Valk ship, I've always been a little annoyed at how the speedometer doesn't update instantaneously with the LCD's. I may just add that through an update.
Tarta Sep 19, 2015 @ 3:29am 
Looking pretty good, buddy. Allthough its a tiny bit to colorful for MY taste, its a very well build ship. Keep it up :)