Empyrion - Galactic Survival

Empyrion - Galactic Survival

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CV_FRIGATE_S_A7
   
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Blueprint: Capital Vessel
Tags: Blueprint
File Size
Posted
Updated
95.999 KB
15 Apr, 2018 @ 3:13pm
22 Apr, 2018 @ 2:20pm
4 Change Notes ( view )

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CV_FRIGATE_S_A7

In 1 collection by Nebulawolf
Nebulawolf Industries (Ni - done gardening - not another swhrubbery)
15 items
Description
From the builder that brought you the Patrol Boat (A7):
Steel: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1363248354
Hardened Steel: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1363248656
Combat Steel: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1363248959

Comes it larger sister class, the Frigate. Ni (Nebulawolf industries) brings you a crewed vessel for total immersion. As always Ni hope that you find our latest creation a useful addition to your fleet. Ni would like to take this opportunity to thank you for subscribing to Ni designs.

This is an all steel version allowing you to up-armour as you find new sources of Sathium. The build cost has also been kept to a minimum by not having any weapons. This will allow you to add your favourite flavour or capability to the vessel in the range of dedicated weapon locations provided.

There is also more than enough room for your favourite toys with both SV and HV Hangars included. There is a repair bay built into the floor of the Tank Hangar for those ongoing maintenance concerns. (just fly your SV in for repairs when your HV is out and about.

Lighting condition is controlled by a lever located immediately behind the cockpit. White lights and emergency lighting can also be controlled manually by turning off the lights and then using the appropriate Lighting Override. Lighting across the ship is set to turn on and or off as you move around inside or leave the ship, (to conserve power / fuel usage).

Hangar doors are controlled from either side of the door, but must be closed by the same lever used to open the door. There is a screen above the lever that was used to open the door, which will indicate the need to secure the hanger door. The levers for both hangars always operate in a “true” sense. Up is open (red indicator) down is closed (green or safe indicator). Either hangar door will also automatically open from the outside as you approach the rear of the ship. Auto open/ed doors will auto close once you are inside, but can be overridden by using the lever control. Both Hanger doors can be locked-out from the controls screen.

The ship handles “like a ship” with only 2x standard RCS installed, however for those that think that a massive ship should handle like a nimble fighter there is adequate room in the RCS bays to either upgrade to RCS T2 or to add additional standard or T2 type RCS. The ship will then handle like a tiny fighter to completely destroy any sense of immersion.

As with all Ni designs there is a braking thruster cut off control, that turns off braking thrusters when you want to cruise (please remember to turn braking thrusters back on when you want to bring the ship to a stop [usually a good thing to do before crashing into anything]) and you can also turn off main engines when not needed when cruising in space, the manoeuvring system (thrusters) can provide more than enough power to keep the vessel flying in atmosphere or space. Use Auxiliary Lift Engines to get the vessel airborne and then shut them down if just cruising around. Ni recommends that all engines are put in active (on) mode during combat to ensure maximum manoeuverability and redundancy.

The ship has been designed to provide maximum immersion with crew quarters and facilities incorporated in the design from the very start. Every weapon position actually has a dedicated weapon station that can be occupied if you want to have a truly crewed vessel experience.

Fighter Craft that are complementary to the Frigate can be found here:
F66C Kestrel: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1363527947
F56C Aquila: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1363528120

or here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1364089841

Enjoy :-) Nebulawolf Industries (Ni – done gardening – not another swhrubbery)
17 Comments
kevin398_727 24 Jul, 2018 @ 2:11pm 
still doing solo play..so havent tried multiplayer yet, ask about oe server but never ehard anything about it..but ok, my idea of a ship is one man and some passengers, paying passengers perfered...hehehe
Nebulawolf  [author] 24 Jul, 2018 @ 1:57pm 
@kevin398_727, G'day, yes but please see coment from @Skydelta3, he nailed it. @Skydelta3, G'day, spot on, the frigate was absolutely designed for multi player crew, many thnx :-)
Hurtzalot 23 Jul, 2018 @ 3:25pm 
A vessel that size is really meant for multiple players playing together. Unless you are a hoarder
kevin398_727 22 Jul, 2018 @ 3:21pm 
nice looking vessle but always wanted to ask someone...why 30+ cargo containers or a dozen fridges? Without professional trading in game isnt that overkill?it certainly makes for more power usage and more materials for the same size ship, IMO. but still nicely done.
Nebulawolf  [author] 22 Apr, 2018 @ 2:40pm 
G'day Skydelta3, I don't think its a bug, this ship has some 600+ devices, most, if not all, draw power. Even O2 stations draw 20KW each when the ship is powered up, many of these devices can't be turned off as they don't have an 'active' switch in the control panel. The way I have set up the power grids, is to provide power to "essential" devices on the standby power grid, such as the grow lights and all the equipment in sick bay, and the Main power grid has things like combat systems (seats and weapons). You can adjust which devices get power by swapping their control from standby to main power if you want to reduce the base level power consumption.
Hurtzalot 22 Apr, 2018 @ 9:17am 
OK thank you, so is this a bug? if i go into devices and turn everything off except my growing lights, and one fridge that is when it says its still using 660KW,
Nebulawolf  [author] 22 Apr, 2018 @ 4:05am 
G'day Skydelta3, Ok, here is what I have worked out. There are some 110 internal hatches each drawing 1.00 KW each when the power is turned on, there are 20 external hatches, various ramps, levers, 40+ beds, tables etc which are accounting for the 600 odd KW usage even though I can't specifically detail all 660KW.
Unfortunately I have deleted earlier construction saves and so can't go back to a build without all the devices to confirm that the usage figures are coming from all the doors ramps, levers, beds, etc. Feel free to pull the build apart if you want to confirm. Cheers
Hurtzalot 22 Apr, 2018 @ 1:14am 
@Nebulawolf are there any hidden antennas as decorations?
Nebulawolf  [author] 22 Apr, 2018 @ 1:10am 
@Skydelta3, Interesting about the power usage, I'm having a good look through all the power usage now. I can't find why it is using that much power with next to everything off. I'm going to pull the grow lights and remount them and see if I can find out what's drawing power. Many thanks for finding this issue, I haven't seen this sort of thing before. Very interesting. Many thanks for getting to really getting to know the ship. :-)
Nebulawolf  [author] 22 Apr, 2018 @ 12:58am 
G'day Skydelta3, Thanks for that, I've fixed the widows so now you can use outer two rows. When you shut things down, the standby pwr provides power to the sickbay, all the oxygen ventilators, and maybe the mess hall fridges.