Space Engineers

Space Engineers

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Sky Transport
   
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Type: Blueprint
File Size
Posted
1.812 MB
18 Mar, 2018 @ 3:28pm
1 Change Note ( view )

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Sky Transport

Description
Sky Transport

Description
This planetary ship was designed around the Vector Thrust 2 script made by 1wsx10.
The center of mass isn't perfect but overall I think is still fun to maneuver, specially with the cruise mode enabled.
You can fly it in any of the 3 planets.

IMPORTANT
Using the Control Module mod with this particular ship will bug things due to the way I've set up the actions on the vector thrust script, because the buttons on the toolbar trigger timers that perform other things when for example you enable the thrusters, strobe lights and the gyroscopes also go On, control module would skip this this.

Features
  • Suspension.
  • Pressurized environment.
  • Hybrid - Works with nuclear power or batteries.
  • Solar - To insure basic systems in case of total power loss, not made to charge the main batteries.
  • Small Factory - 1 Refinery and 2 Assemblers.
  • Hangar - For ground vehicles.
  • 1 Medbay.
  • 1 Cryopod.
  • CCTV.
  • Projector - For repairs, keep in mind only the main grid will show up.

Scripts
Automatic LCDs 2 - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=822950976
Vector Thrust 2 - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1210578673
Blarg's Agressive Airlocks - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1182013330
Whip's Artificial Horizon Script - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=713653017

Notes
  • When you toggle the main batteries On in the flight seat or in the button panels, the System batteries will recharge. The system batteries are to insure the ship has always power even when the reactors and main batteries are off.
  • I tried to convey the maximum amount of relevant information regarding the ship status using MMaster's LCD's Script.
  • Everything is properly named, including whats hidden in the terminal.
  • You may want to tweak the suspension a bit depending on the planet you currently are.
  • With Blarg's Aggressive Airlocks, I've set an air vent that detects if there's enough oxygen outside to enable or override the airlocks.
  • The idea of the call sign is that so users can change it to their preference and make it unique in a multiplayer environment, if you wish to do so, these are the displays you have to change:
> 4 on the exterior
> 1 in the hangar
> 1 in the cockpit
> The Antenna itself

Recommended Mods
Camera Panning - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=806331071
Hi-Tech Camera Overlay - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=320125359

Screenshots
Better Edges - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1278536187
Scratches Be Gone - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1290717482
Light Block Improvements - Impromhttps://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=603906728

Possible Issues
Spawning it with damage enabled can be tricky, too low and the wheels blow up even if they aren't touching the ground, too high to avoid the bounding box touching the ground and the fall is too strong...

If for some reason MMaster's LCD's appear static, please recompile the script.

Trivia
I was thinking in naming it F.A.T. (since it's kinda fat) which stands for Fast Aerial Transport :P but whatever.

Wish List
Compound blocks (Must), combined functions per block (like flight seats having working lcd's), movable airtight ramps, landing gears with suspension, the mechanics should in theory be quite similar to suspension wheels, power sockets, similar to connectors but to plug power cables (like Moonbase Alpha, however I understand this would be trickier to implement).

Sub-grids on locked rotors seem stable at the moment, at least in single player, but despite being locked is still another grid. Something that causes the game to make more calculations never the less, would be nice to select multiple grids and make them act as one single physical object or perhaps merge blocks that convert between grid sizes to keep the connected sub grids static and acting as one, I dunno, just an idea.

One particular thing that still bugs me is how a huge programmable block only stores a single program.

1 Comments
Korvatus Klok 18 Mar, 2018 @ 11:49pm 
It's a space Winnebago!!!!!!!!!