Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Grimson - Carrier CV
   
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Blueprint: Capital Vessel
Tags: Blueprint
File Size
Posted
Updated
68.057 KB
9 Jul, 2018 @ 11:35am
16 Jul, 2018 @ 11:44pm
6 Change Notes ( view )

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Grimson - Carrier CV

In 1 collection by sulusdacor
Everything? - EVERYTHING
380 items
Description
a10 version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1800583349

weird hover hightech luxery asymmetric carrier cv

(started as a single players starter mini carrier, but i guess it's now more of a real carrier or even multiplayer ship if you can live with the sligthly low amount of grow space, since the size class is only 3 and for that it has a ton of parking)

notes:
- all combat steel
- blueprint comes without weapons
- its quite slow/heavy feeling ship, if you do not want that you might want to add more rcs
- yes there are deliberately floating ship parts
- 4 weaponpoints
- 7 designated turret spots, but you can place more on the bottom and some sides or simply add more floaty turret spots
- 9 growspots, option to add additional 2x9 (possible total of 27)
- lots of space to add additional stuff either in 2nd grow room or engine room has space or hangar
- hangar has the option to add force fields (suggest the big 9x3 field from side, since if you should not add stuff on the ceiling or floor and you wanne park high hv's, the bumps make your life hell, moved all motions and lights to side for that reason)
- has no repair station and no repair block (since i started out designing at as a starter, so it stayed a lv10 vessel with no Erestrum and Zascosium)
- the repair block can be put down on the R or up to the elevator to the front in the middle (there are half blocks on the bottom side of the ship there to cover that line)
- parking: depends on your vessels size really. i could even get very high hv's at least on the roof (see pictures), all that does not fit in the hangar should be able to get up the back ramp.
- the landing gear is sideways, not sure if this has any effect yet or in the future, but if yes i thought i should mention that
- most of the roof is half block so you can not dirrectly build on it, but there are blocks under all of them, it's mostly for the design and floating turrets XD
- lots of levers or option to switch to motionsensores, option to control all ramps with levers in and outside of the ship
- minor issues with motionsensores/levers i could not find better solutions:
1. if you leave a ramp down with levers and turn on the motion sensores it will stay down and the motionsensor will not retrigger. you need to switch back to levers to fix it.(in my other set up the ramp would work backwards, so staying down was the lesser evil there)
2. the top ramp sensor (coming from top) has a 3 secound delay so it stays longer down and does not just disappear below you, but it means you have to wait that time for it to trigger too.(all vessels can just hop/fly down, so just for roleplaying reason really)
3. with motion sensores on there is no way to trigger the top ramp from below, the sensor only picks up stuff on the roof. (i could not find another way, since it would otherwise screw the bottom entrance)


__________________

lots of Levers:

gravity:
next to engine room marked with g: ggravity on/off

living:
lever middle between bath and living room: opens/closes the ramps on the windows

cockpit:
1. atmosspheric thrusters: turn all down thrust on (from 4 to 12 thrusters). you need that to lift off in gravity.
2. motionsensores on/off: turn all the levers for all the ramps on/off

side door:*
outside one lever on the leg, inside one next to armor lockers: up/down ramp control of the side ramp

front hangar:*
inside next to door to cockpit, outside below the cockpit: up/down front ramp

back hangar:*
inside on the pipes, outside below the backside, topside next to the elevator exit:
U = upper ramp control: up/down of the uper ramp to th roof
L = lower ramp control: up/down of the lower ramp

*with all ramp levers you can lower them outside and then close form the inside. if motionsensores are turned on, then all levers are turned off and the other way around.

______________________________

history of the ship (lore):

After the invention of the gravitational propulsion engine the idea of a low orbital defense carrier soon came to light. First design consepts of the ship class, now know as Grimson hover carrier, were raised by H. P. Figgleton. The idea got picked up by F. Stahlrücken an Engineer later hired by [SD]Industries to take part in the Reaseach Division tasked with Defense of its ressouce deposits.

The first prototype of the vessel had a to narrow hangar bay. Extensive testes showed nearly no use for pratical purposes. Angry and frustrated with the result F. Stahlrücken cut the whole carrier in half and widened it way to much. This resulted in the name of the ship after the word grim. It gave the Carrier the bulky look, making it seem a bit to wide for its class.

In the Field the Grimson hover carrier was first used as a higly advanced and automated drone carrier. It's designed to offer accommodation for a 1 person military engineer , providing all the luxery, while doing repair+maintence work and defending points of interest. Due to its to large hangar bay and the space it provided the class evolved more and more into a multipurpose ship. Soon the carriers were tasked to take part in active assault opterations, convoy work, transport jobs and even providing a base for manned fighter pilots, rasing it's crew to more then one. At the end the mistake of an engineer led to the rise of the Grimson ship class.
19 Comments
Jupiter Vessel Corp 16 Dec, 2019 @ 8:13pm 
I really enjoy the designs of your ships their quite unique
sulusdacor  [author] 16 Jun, 2019 @ 4:17pm 
bit undecided myself.

with updating older stuff to a10 in general weight means way more thrust is needed and the 3x3 shield (+additional generators) is a lot of space and i tend to build compact. most things would end up as rebuilds(or probably simply newer builds with similar features). i havn't really decided on that question and was glad no one asked^^

still have to finish some other stuff, but i will look into it after that.

Forgemaster 16 Jun, 2019 @ 12:19pm 
Are you going to update this to Alpha 10?
Ziegel_Joe 31 Jul, 2018 @ 9:33am 
one of my favs atm. Just needed to place a few more RCS for my taste.
TastyChickenLegs 17 Jul, 2018 @ 8:30pm 
I loaded this up into creative and it's a very nice ship. It's not near as huge as it looks which great. I love al the landing spaces. Great job.
sulusdacor  [author] 16 Jul, 2018 @ 11:49pm 
should be fixed now.

thx for the tip, probably an issue with most my ships then,since i burried these most of the time XD
Wrong Way 16 Jul, 2018 @ 6:24pm 
Nice ship design, one problem: The clone chamber. If you die you end up either in the clone chamber or in a wall
MANJA 16 Jul, 2018 @ 2:51pm 
10/10 Adolf would be proud.
sulusdacor  [author] 16 Jul, 2018 @ 1:29pm 
@design:

yup i did get inspiration from the atlas-x from zero-g. it kinda gave me the first urge to build a hover carrier style ship myself.(and yes i looked at how some things are build there.) the design of the zero-g ships is simply great and you usally learn a lot if you look at other players creations.

i wanted to go for a more nowdays carrier look, with floating stuff. somehow i had the homeworld game deserts of kharak in my head, felt like the setting would be fitting in a way for this carrier.