Space Engineers

Space Engineers

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Skywalker Class Exploration Carrier NO MODS DX9
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
548.064 KB
Oct 27, 2015 @ 11:24am
1 Change Note ( view )

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Skywalker Class Exploration Carrier NO MODS DX9

Description
Get the Warthog Class Medium Fighter for use with this ship HERE
http://steamcommunity.com/sharedfiles/filedetails/?id=543592931

WARNING: This is a pretty large ship and it might require a beefy computer to run smoothly.

NO MODS USED (so far. i might do a version using some mods at a later point)

WORK IN PROGRESS

I am aware of the lighting issues in DX 11 in some of the interior areas of the ship. I will fix them in the next update aswell.


UPDATE

I am probably going to release a separate version for direct x 11. As the lighting plays an important part in the art design of the ship and i can not try to improve one without breaking the other.


The design of this ship is inspired by Cold war era battleships and hopefully I will add more craft to fit with this design theme.

Everything is designed for functionality ease of access and ease of maintenance.


The skywalker class is a large carrier/Mobile base of operations designed for deep space force projection.

One of the key features of this starship is the Siege Mode wherein all sensitive areas of the ship like the bridge and solar arrays are locked down and retracted.

The ship comes fully equipped with all things required for survival gameplay.

The ship comes equipped with an exterior landing pad and interior hanger bays capable of manufacturing and repairing small ships and missiles.

The ship is also equipped with a retractable gravity canon that can fire either rocks or gravity torpedoes.

All components are connected to the convayer systems and easy access is granted to all critical systems via maintenance accesses.

The ship is mostly constructed with light armor and interior walls except sensitive areas which have heavy armor protection.
Landing pads and hanger bay floors also use heavy armor to avoid thruster damage.

Although the ship is fully equipped with defensive turrets and the siege mode, the main defensive capabilities are to be provided by small fighter craft.

The ship has multiple free convayer access points for future expansion or modifications if required.

Almost all important systems are grouped and named for easy management.




WORK IN PROGRESS


Pending items:

Full automation of siege mode (currently it is operated manually)

Assignment of control groups to task specific stations

Camera installation

Fine tuning of gravity fields
Scripts for displays and various other systems like automated airlocks

Naming some components that were left out

Minor detailing

Adding more jump drives to extend range

Fixing some bugs that seemed to have popped up

Any comments and suggestions are welcome.
I will try to implement any requests or ideas in future revisions of the design.

Enjoy

UPDATE

Get the Warthog Class Medium Fighter for use with this ship HERE
http://steamcommunity.com/sharedfiles/filedetails/?id=543592931
4 Comments
The Wizard Of Moz  [author] Oct 28, 2015 @ 2:03pm 
I think that should be my priority at the moment. Setting timers on all doors. There are a lot of airlocks here and it can get pretty annoying closing every door behind you.
ThirtyMileSniper Oct 28, 2015 @ 11:45am 
The timers are pretty easy, i haven't tried program blocks yet. I slave my airlock to timer block so when you hit the button outside the airlock it closes all the doors and matches the pressure on the side you are (doesn't take into account hull breaches and pressurised areas losing pressure). When you go it its one more button to pressurise or depressurise and open the doors on the other side.
The Wizard Of Moz  [author] Oct 27, 2015 @ 9:35pm 
Thanks! I am planning to do just that in the next update. I have not quite figured out how to get the timers and prog blocks working properly without making stuff explode . Using sensors to automatically trigger siege mode seems like an amazing idea. Im going to see if there are some scripts that can be used for this somehow.
ThirtyMileSniper Oct 27, 2015 @ 7:27pm 
There is a lot going on here. I like the styling, seems a bit gothic.
Your siege mode automation can be slaved to a timer block, all the groups for the airtight hanger doors and Retracting pistons can be put on one timer (or slave a second on trigger immediately). Triggering the timer is a problem, obviously this can be done via a button located in strategic areas of the ship, you can obviously use a sensors to trigger it sensing enemies, meteors (can sensors detect missiles?) but that only gives 50m max. I don't recall it being an option for turrets to trigger actions if they detect (that would be a nice feature, alarms via sound block panic, jump drive activate).
Try to keep it stock, mods have a poor history of keeping pace with game updates, if your ship uses mods it may become unusable in the future.