Space Engineers

Space Engineers

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Terrapin - Expedition Vehicle
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
10.812 MB
8 Oct, 2019 @ 11:31am
1 Change Note ( view )
You need DLC to use this item.

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Terrapin - Expedition Vehicle

Description
uses DLC, no Mods, uses scrips

EDIT: DLC Free Version here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1893842300

TERRAPIN - EXPEDITION VEHICLE

The mobile base of operations for the EREBUS 3 Mission serves as a hub for expeditions deeper into the crater.
Team 2, to wich this particular vehicle belongs, is tasked with entering the crash site through the southern canyon. ...


LAST KNOWN TRANSMISSION OF EREBUS 3 TEAM 1 (DECLASSIFIED)
LOG/COMMANDING OFFICER (Cpt. Hayashi):
5 days have passed and there is still no sign of the Murmansk wreckage.
We should've fund something by now, it's not like prospectors are small.
To make things worse a sandstorm is headed our way and comm signals
are getting worse, we'll probably lose contact to team 2 by tomorrow.


Enough fluff, you probably wanna know how to handle this thing.
It's pretty straight forward, but needs a bit of an explanation.

When entering the cockpit you cannot simply drive off, the vehicle is actually controlled via remote.
Hit 1 for the DRIVE CONTROL and you're ready to go. (Tip: don't use the L key as it desyncs the lights (subgrid shenanigans) hit 4 when in DRIVE CONTROL for cruise control (very neat feature to have))
2 will take you to the CRANE CONTROL.
8 and 9 will let you deploy and undeploy the vehicle respectively.
The High-Beams will follow the WASD input automatically. Turn signals are also automatic.
The elevator will move back up when undeploying, so no hassle there.
Some scripts are deactivated when deployed or undeployed respectively. (for performance reasons)
The LIDAR script needs to be (re-)started by hand when the vehicle has been deployed. (same reason) The Button for this is right above the screen.
All the Buttons activate, deactivate if necessary to avoid conflicts (you can't order the elevator up when it's already up, you can't deploy when you're deployed etc.)
The Airlock is automated too (via sensors), so no need to click it...
The Crane has warning lights that flash if not locked.
Thats basically it.

The full list of controls:

MAIN CONTROL 1
--------------------------
1: to DRIVE CONTROL
2: to CRANE CONTROL
3: Batteries
4: Engines
5: Reactors
6: Reverse Camera
7: Connector
8: DEPLOY
9: UNDEPLOY
MAIN CONTROL 2
--------------------------
11: Antenna 50km
12: Antenna 5km
13: Beacon
14: Laser Antenna
15: LA paste
16: LA connect
17: LA idle
18: Merge Block
19: Camera Front
DRIVE CONTROL 1
--------------------------
1: Camera Front
2: Headlights (Low-Beam)
3: Headlights (High-Beam)
4: Cruise Control
5: Batteries
6: Merge Block
7: Artif. Mass
8: Reverse Camera
9: Connector
DRIVE CONTROL 2
---------------------------
11-19: Antenna/Engine Controls


CRANE CONTROL
---------------------------
1: LOCK/UNLOCK Crane
2: Send Crane to Home Position
3: Crane Gripper LOCK/UNLOCK
4: Crane Spotlights


Last but not least:

Thanks to the scripters for their great work!

(fear not, most basic functions also work in script free worlds, minus the crane and the adaptive light)


Mirkr's Instrument Panel (yes, the one here is a derivative of his work and he deserves all the praise!
I only changed the look and added turn signal indicators (oh, and i fixed a bug ;-) )
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1730142830&searchtext=

Immersive Car Lights by Morphik
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1319851395

MMaster's Auto LCDs
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?l=german&id=407158161

Power Graphs by Remaarn
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1481175295

LiDAR Mapping Script by JTurp
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1212193649

Whip's Planetary Bearing & Compass Script
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=616627882

MArmOS by Timotei
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=767595187

Gif player by rockyjvec
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=799583788


all images converted with whip's image converter
https://github.com/Whiplash141/Whips-Image-Converter/releases/tag/1.1.0

Also many thanks to the unnamed creator of the gif that I got from giphy!


HAVE FUN!


26 Comments
TastyChickenLegs 3 Oct, 2021 @ 9:00am 
I really like this a lot. Super cool and obviously took a lot of work to build.
ronon_dex 27 Aug, 2020 @ 5:42pm 
you need to update the lidar system. simply by pasting the program again from scripts tab,change stuff in Custom Data . then the program should work again.
un_boxing_man 4 Jul, 2020 @ 1:21am 
love this:steamhappy:
Osker 30 Dec, 2019 @ 1:53am 
This is really cool and your presentation of it is very slick and polished, color me impressed.
notnewbutyork  [author] 19 Oct, 2019 @ 4:26pm 
@Gretalian: DLC free Version is built, has no interior now, beds and bathroom exchanged for passage blocks, industrial Cockpit exchanged for standard Cockpit. all functionality remains the same, not as pretty though.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1893842300
notnewbutyork  [author] 18 Oct, 2019 @ 7:47am 
sorry mate, can't help you there... I mostly play vanilla (since limitations help me be creative...) and therefore have no idea about mod interactions and the like...
Skunk 16 Oct, 2019 @ 7:07pm 
have a little problem i added some mod to my game and now every rotor speed increase step is to 60 rpm. it is fucking insane and it ruin the slow solar array deployment. the ramp to get on board catapult you in the air. do you know what mod or if its a game update that could have done that.
notnewbutyork  [author] 16 Oct, 2019 @ 4:47pm 
@Gretalian
ad 1: Well without dlc much of the interior will be missing. the beds can be exchanged for passage blocks, they should be the only structurally relevant block, as the side windows are connected to them. i don't know if they fall of if the beds are removed. They should be easily replacable anyway. The cockpits are another thing entirely, as the setup will be lost...
ad 2: If you want I can make one for you on the weekend (will link it in the description then).
ad 3: the crane has no conveyor (it's a bit unpractical in small block as advanced small ship rotors are huge)
ad 4: sure! the complete EREBUS 3 lineup is in the pipeline (I just need to come around to the photoshopping for the workshop, ...time thing...) I don't want to spoil you though, as I want to share the story of the mission with the builds released (yeah, I'm kind of an RPer...)
Gretalian 16 Oct, 2019 @ 10:44am 
Amazing build with its intricate design, usage, and automation. Just a few questions:
Do you know how badly it will fall apart for non DLC users?
Do you plan to build one that is non DLC?
Can the landing gear for the crane be switched out for a drill and will it feed the inventory correctly into a cargo container?
Do you plan to create new vehicle types?

Thanks again for sharing a great build!
Rekalty 16 Oct, 2019 @ 10:30am 
This single build has more features than the entire base game.