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Space Engineers

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EMGC KP-2 Advanced SPRT Raiding Outpost
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
303.623 KB
1 Jun, 2018 @ 3:49am
1 Change Note ( view )

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EMGC KP-2 Advanced SPRT Raiding Outpost

In 1 collection by cptsavarus
SAVTec EMGC Advanced Cargo Ships
20 items
Description
Welcome to EMGC's Space Pirate Range!
EMGC is the Enthusiastic Malleable Goods Condominium.
Named in honour of a certain Earth-based software house, EMGC's goal is to recreate & improve upon all the ships of the KSH fleet - updating them with the latest blocks & features, giving them better-defined purposes and making them as survival-friendly as possible, all while retaining the origjal KSH style.

The Pirate ships range will comprise all the SPRT combat vessels, including the stations, the active combattants (Argentavis, etc) and the drones. My redesigns of pirate combattants can easily be identified as those whos names begin with KP-... like the snack company...

Want more EMGC?
For redesigns of all the KSH ships I've published so far, check out my EMGC collection here...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1291646334

EMGC / SAVTec Build Mantra
  • 100% vanilla
  • Survival, Exploration, Projector and 1st person friendly
  • Thruster Damage safe
  • No Scripts, Pistons or Rotors unless otherwise stated
  • Total ship-wide conveyor integration - always!
Where possible, all EMGC & SAVTec ships feature...
  • Standardised air-tight docking rings with cargo transfer
  • Pre-configured Button Panels & command station / cockpit hotbars
  • Clean control panel with all items named, grouped & hidden where appropriate.
  • All control panel items prefixed with the name of the ship for easy identification.
  • Cameras forward & aft, docking cameras port & starboard, additional cameras as required.

The KP-2 Advanced SPRT Raiding Outpost
The 2nd in my Pirate range, the KP-2 is a hardened version of the SPRT Raiding Outpost that looks something akin to a colourful but prickly Potato. Make no mistake however, the Potato is pure evil and it wants to kill you and eat your ship!

The Potato of evil is designed to do more or less what the original KSH version did... it's a defensible resupply & repair depot / frontier station for 1-2 crew.

The hull remains constructed solely of Light Armour, though its thickness has been increased where possible with much evil pricklyness. Apart from the walkthrough interior there are no voids within the Potato - it's all either Light armour or business!

Deep inside the Potato's dark soul we find...
  • 2x Evil Small Reactors
  • 2x Evil Batteries
  • 2x Evil Gyroscopes
  • 2x Large Cargo Evil Containers
  • 1x Fully upgraded Evil Assembler
  • 1x Oxygen / Hydrogen Evil Generator
  • 1x Oxygen Evil Tank
  • 1x Remote Evil Control Block
  • 2x Cryo Chambers of Evil
  • 1x Evil Medbay
  • 2x Evil Antennae

Its skin is made of evil...
  • 4x Gattling Turrets (2 dorsal, 2 ventral)
  • 60x (yes, Sixty!) Interior turrets

The interior is a twisted labyrinth of passageways and tunnels that stretch for miles...
(It has 2 internal rooms - the hangar and the ops centre, each acting as it's own airlock.)

The Potato's evil can only grow...
(It can be connected to any other 2 EMGC ships by either a standard or a large docking ring)

But which way is forward for a Potato this evil?
Seeing as the shape is fairly symmetrical, one side needed to be the front for the purposes of Remote Control and identifying the docking rings. Hence the bow is the side with the small docking ring and the stern is the side with the large one.

How to control the tremendous evil that spreads forth from the Potato?
All control panel items are neatly named for ease of identification. Nothing is hidden.
Primary ship functions are grouped.
The various Button Panels come preconfigured with useful functions like opening doors, depressurising rooms.
The command station hotbar is left blank.

Feedback
Comments / questions / suggestions / constructive criticism all very welcome.
I've even been known to do the odd request-build from time to time, so if you have an idea, drop me a line. If I like it I may build it.

If you like this build & want to see more, please check out my workshop pages
https://steamhost.cn/steamcommunity_com/profiles/76561198064838288/myworkshopfiles/
17 Comments
cptsavarus  [author] 2 Jul, 2018 @ 9:45am 
Thanks Glenn! Good to hear from you!
I'll try to get the Argentavis done for my next workshop build in that case - though like you (and probably everyone come to that), I get distracted by other games. Right now It's Dwarf Fortress (yes, I know, I'm a masochist!)
I always come back to SE between distractions though. Can't see myself ever getting bored of designing spaceships!
Glenn G 2 Jul, 2018 @ 1:01am 
These are great to See, I'll update the Cargo ship mod when you Get the Argentavis Up.

I meant to get the AI version of the cargoship mod up a long time ago but got distracted (Battletech).
But now i know what to call it, (EMGC "EVIL" Advanced Cargoships)
cptsavarus  [author] 3 Jun, 2018 @ 5:58am 
@Wizard...
Thanks man! Glad you like!
Copper 3 Jun, 2018 @ 3:41am 
cool!
Nonexistent 2 Jun, 2018 @ 9:31pm 
To be honest, honesty is good! (I like making groaners [jokes that make people groan]:steamhappy:)
cptsavarus  [author] 2 Jun, 2018 @ 3:51pm 
The honesty is strong with this one! :steamhappy:
Nonexistent 2 Jun, 2018 @ 2:09pm 
The world had another cargo ship mod:steamfacepalm:
cptsavarus  [author] 2 Jun, 2018 @ 1:27pm 
Could be a simple client-side thing. Try unsubscribing from the mod, then subscribing again. Sometimes that can fix strange issues.
Also, try it in a brand new world if you haven't already. Could be you have a bug "baked" into your save game.
And make sure you're not running any other mods that affect cargo ships.
Hope you get it working anyhow.
Nonexistent 2 Jun, 2018 @ 12:45pm 
@cptsavarus oh.. hmmm...
cptsavarus  [author] 2 Jun, 2018 @ 12:06pm 
Idle Movement doesn't make a difference to whether they can fire or not. It just means they don't pan & tilt around "scanning the sky" when they have no target.
The Idle Movement setting was introduced to improve frame-rates & sim speeds on lower end machines - that's all it does... that & maybe saves you a tiny bit of power.

The only reasons they'd fail to fire on you are...
-Ship is not powered.
-Turret is powered down.
-Turret is not set to fire at that type of target.
-Out of Ammo.
-Target is obscured / out of range.
-Turret is damaged.
-A bug in the game.
-A coding error in the mod.

Like I said though, it's Glenn that you really need to talk to. The mod isn't mine - if there's a problem with it there's nothing I can do short of making a whole new mod.