Space Engineers

Space Engineers

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Declaration Class Dreadnought
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
1.058 MB
12 Nov, 2017 @ 12:49pm
1 Change Note ( view )

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Declaration Class Dreadnought

In 1 collection by alos
Alos' Starfleet
4 items
Description
I was disappointed by the lack of starships from the Kelvin Timeline, so I made this one to make up for it!

Are three nacelles gonna make it go faster, or are they the ricer stickers of space travel? The answer, my friend, is so much faster. While the single nacelle has remained internally the same, the nacelle pair has had all of its jump drives relocated and replaced with thrusters of varying configuration and direction to sharply boost the performance of the vessel. The Shuttlebay, here, is almost twice the size of its sister class. Armaments almost too good. So then, you ask, what is the fatal flaw?
Well, the ship needs 36 mods.
Just kidding.
This beast is completely, fully vanilla, and ready to explore the deepest reaches of the Delta Quadrant or defend your interstellar backyard at a moment's notice. Though intended for military use, I'd say she's proven herself more than capable of sailing the stars on missions of peace. There are two connected deflector dishes because its edgy, and how better to make slight changes than superheat the impulse drives? Allegedly, the purple light is a sign that its faster. Because science. In actuality, it represents that because it is much more efficient with thruster arrangement- so in the end you do have a fast, large starship. That's all that matters, right?

Settings
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Name and Registry
-Beacons and Antennas with customizable names can be found by searching USS or NCC in the menu.
-Look for the LCD Panel in shuttlebay, and the Corner LCD on the bridge. If you want to be thorough you'll be customizing the whole ship in no time!!

Separation
-I figured 'If it ain't broke why fix it?', and so the separation mechanisms are the exact same as on the Athen Class- for your benefit!
-Airlocks: This is step one, sealing off any and all possible depressurization that may happen during separation. Can be skipped in an emergency.
-Clamps: Hangar Doors keeping the area between the two sections sealed. This part can also be skipped in an emergency.
-Hull Tie: Physical connector-and-block- bridge between the two sections. Must be broken physically before separation. Note that You can access the exterior of the ship in this area by proceeding to the rear of deck four, whereas the pressurized pathway is on deck three. This is the most crucial step.
-Merge Blocks: Use the conn or any control panel to enter the ship's menu and depower these. This is also a necessary step. Note that in emergencies, when cutting the Hull Ties, you can also cut these right from there if, for whatever reason, remote merge separation does not occur. It does the same thing.

Lighting
-Bussard Collector 1&2: The blue glow inside the bussards is controlled by these two settings! Don't tamper with them unless you want eyerape.
-Dorsal & Ventral: Controls the white lighting on the exterior.
-Engineering: Controls the faded yellow lights found in the secondary hull.
-Reactor Core: Controls the pale green lighting found in the reactor room.
-Red Alert: Very obviosuly, this toggles the red alert lights. Best used with all other lights off.
-Saucer: Controls interior lighting in the primary hull.
-Shuttlebay: Controls the (admittedly glitchy) lights in the shuttlebay. Can't figure out why they try to flicker.
-Locator Lights: The Red and Green blinking lights on the exterior on the ship. If you edit them at all, they'll switch to one color- so don't.
-Impulse Vents: Controls the lavender spotlights filling in for superheated impulse vents. These bad boys are worked so hard that their emmisions have gone into the borderline UV range, so wear lots of sunblock when you're doing maintenance.
-Lens Flares: (Disclaimer: Do NOT activate if prone to strokes or sensitive to bright flashes) What KT starship wouldn't be complete without obnoxious, eye-level strobe lights blinding you at every turn? And don't worry, these won't crash your game. Usually.

General Groupings
-Deck 1-6 Tags: These let you know which deck you're on in the primary hull, because I know how confusing it gets when you don't know your way around.
-Reactor Core: All the ship's reactors grouped together in the menu for a pirate's convenience.
-Auxiliary Power: Batteries. Lots and lots of batteries.
-Shuttlebay Doors: Open and close all the hangar doors at once.
-Shuttlebay Pressurization: Toggle this to pressurize or depressurize the shuttlebay! Use this to put down mutinies- protesting must take place in the shuttlebay!
-Warp Coils: All the jump drives bundles up in one for making sure you didn't set the wrong one with your coordinates. Still need to use a single jump drive to actually jump.
-Weapon Systems: Everything is a missile turret. If its a dreadnought, why would it be firing mere 5.56 rounds from the 2000's?

Extra Notes
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I left the ship's hull blank for two reasons.
A) It looks cool like that, don't you agree?
B) I want you to fill it in yourself along with the antenna, and leaving it white would save you the trouble of having to erase any numbers I would've put down!
Shuttlebays go great with this shuttlecraft!
9 Comments
alos  [author] 13 Mar, 2018 @ 5:33pm 
@CTH2004 Ehehe
CTH2004 13 Mar, 2018 @ 11:23am 
Yes, I know it was a joke!
CTH2004 13 Mar, 2018 @ 11:23am 
Aw, come on!

36 mods! List them, please!
alos  [author] 24 Jan, 2018 @ 8:49am 
@T7 Cowbell?
T7 24 Jan, 2018 @ 8:04am 
needs more cowbell
T7 24 Jan, 2018 @ 7:57am 
humm...
Adrin_097 29 Nov, 2017 @ 8:14am 
thanks, it looks amazing.
alos  [author] 28 Nov, 2017 @ 4:14pm 
@Sweden1997 Sorry I was away from Steam for a while- it is Wormhole Skybox !
Adrin_097 18 Nov, 2017 @ 2:00pm 
what skybox is it? Nice ship by the way, I like JJ Abrahams star trek universe ships.