Space Engineers

Space Engineers

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Vaporizer Station (Vannilla & Survival ready..ish)
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
1.097 MB
8 Dec, 2017 @ 10:20pm
1 Change Note ( view )

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Vaporizer Station (Vannilla & Survival ready..ish)

Description
The Vaporizer Station

Owner's Manual and Code of Conduct

1- Knowing your way around the staion

First you will want to find the "Front" of the station, so you know what way to point it. For this, you will need to identify two large antennae. Point those at what you would like to die.

Second, you will want to find your way inside, and for that you have four options. There are two external doors located on either side of the station towards the front. These doors are indicated with lighting and platforms for ease of access. In addition there are two more sets of doors inside the hangar, located on the large opening for the printer. These are inticated with emergency docking connectors (not to be confused with the fuel connector.)

Third, you will want to find the bridge. The bridge is located towards the front of the Vaporizer Station, simply enter the ship and walk towards the antennae. You will see one chair in the middle with plenty of room around it, this is the main control station of the staion!

2- Operations, controls, and weapon systems.

Primary Weapon: "Vaporizer Missile"

Mode: Fire and forget
Approx. 0.88 million kgs
32 warheads
Heavy Armor
Hydrogen from Ice


The primary weapon is designed to penetrate grids and deliver warheads. Fact: the vaporizer missile uses Whip's Optical Guidance script to lock on target upon the moment of detachment. More on that later...

First you will want to aim the station at your target from the main control station, (press crl+1 to select the first page) then press 1 for the targeting camera. There are gyroscope power controls provided on the hotkeys to change the aiming sensitivity. If you have crosshairs enabled, they will be exactly aligned with the designated impact sight; however, extreme angles with gravity wells may cause drift. Test shots have been documented to make impact over the horizon without direct line of visibility but this is not how it is designed to operate and doing so breaks interplanetary rules of enguagement. Be sure you are roughly overhead to the target for accurate results.

Once a targed is designated, and before firing it is good practice to press 2 and observe the hangar area prior to firing. If two or more commanding officers are present with signed authentification and launch codes issued from high command, you are clear to initate firing sequence.
Press 3 to activate timer block called "Initiate Firing Sequence" on the hotbar. You should hear a voice confirming that an enamy has been detected, and an alert sound that will run continuously while the printing is underway.
Continue to hold the crosshairs over the target untill the missile detaches from the station. The missle will fly to designated target, and will not redirect after launch.
DO NOT under any sercumstances press 3 to initiate firing sequence while the red lights and alerts are running! The Vaporizer Station will take care of everything for you while you watch and wait. There are volume controls for the alert provided on the first page of hotkeys.
It is reccomended that one missile is fired at a time, to keep the spirits inside the programmable block from angering Klang. It is best to wait for impact to assure safety. For optimal usage press 3 to initiate firing sequence only after first missile is less than 30 seconds from impact.


Pro tip: Under various conditions you may like to print faster or slower, and this is easily achieved with some technical tweaks! (Do not attempt unless calm and confident!)

Locate group of pistons called "Linear actuator" in terminal.

Adjust the print head velocity with 6 pistons built-in velocity setting. Set them all to the desired speed devided by 6 and be sure they are in the retracted position. (The faster you go, the more Klang stirs)

Locate the timer blocks labeled "Start Print" and "Stop Print". Set the duration of both these timers to match a one way trip for the print head at the velocity you set. You can find the lenth of time by knowing that the print length is 24 blocks (60m)

Example:
Linear Actuator Velocity = 0.5m/s
0.5x6=3m/s
60/3=20s

Add one second for caution if desired..

Set each timer block "Start Print" and "Stop Print" to 21 seconds!

Alternatively you may find in survival that the welders simply can't keep up so you will want to lower the speed and increase the delays accordingly. Only those two timers "Start Print" and "Stop Print" along with the velocity of all six pistons in the group "Linear Actuator" are used to achieve this. If you make an error calculating the delay time the missile will either not print and the head will retract, or there will be pauses as the head reaches either end wasting extra time, nothing too dangerous here unless you crank up that speed!

♥ I recomment staying at the Vaporizer Station's default settings! ♥

In addition there is a timer called "Fuel Time" which can be used to set how much ice will be loaded into the Vaporizer Missile for fuel.

I would decrease this to 1s in Creative

Press crtl+2 for extra controls such as Jump Drive and Antennae


Station Features:

5000km+ Jump Drive
40+ Large Cargo Containers
16 Refineries
16 Arcfurnaces
16 Assemblers
16 Large Reactors
8 Cryo Tubes
2 Medical Rooms
9 Gatts
10 Missile Turrets
6 connectors
7 Pistons
2 Rotors
7 Flight Seats
2 Antennae (5km and 50km)
2 scripts: Whip's Missile Launch Script, and [TIM]


*Disclaimer*

Act's of Klang are not covered under waranty. Some exceptions may apply.
Do not fire while the warning lights are on, check that the hangar is clear via "Hangar Camera".
User accepts all liability for diplomatic impact and/or loss of assets due to the use of this weapon.
Firing a "Vaporizer Missile" is considered an act of interplanetary war in over 90 independant world orders.
Follow due process in acordance with the laws of your space.
Good luck!
7 Comments
Zaƒlow  [author] 31 Dec, 2017 @ 2:05pm 
Thanks Son o'Petrified! :steamhappy:
It was a lot of work!
JCapt 31 Dec, 2017 @ 1:16pm 
I love this! The shape is awesome. :)

I love the missiles. Well done!
Xinimaru 11 Dec, 2017 @ 4:47pm 
Why thank you Zaflow
Zaƒlow  [author] 11 Dec, 2017 @ 3:02pm 
Oh yeah, I have two battle ships, the "Crusher" and the "Cataclysm"! Both are carriers, and have two types of fighters. Also a carpet Bomber called the "Magic Carpet" for planetary and lunar contact missions. My fleet can go everywhere!

I would want at least a Cataclysm lurking around in the area for safety, but I spread my formations out a little. This long range sniper hangs back in the distance while the drop pods are sending troopers to mop up after the impact. Also there are a lot of turrets on the Vaporizer, enough to fight off any small threats as the jump counts down.. Seriously, I was surprized by the fire power when I spawned an enamy ship. I think it's the placement of those long turret arms.

Thanks for the concern though Count Voidbringer! Cool name btw! Yeah it's got plenty escorts! :)
Xinimaru 11 Dec, 2017 @ 7:34am 
Still, looks like such a prized station could use an escort.
Zaƒlow  [author] 10 Dec, 2017 @ 4:21pm 
Unfortunately it only has external hangars, but in an emergency the weapons hangar can be used to dock craft...
Xinimaru 10 Dec, 2017 @ 5:28am 
Oh good, a weapon to bring a swift end to pirates! :) has any fighter hangars?