Space Engineers

Space Engineers

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Knossos Subspace Portal - Freespace 2 Replica
   
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20.324 MB
2 Apr, 2020 @ 9:33am
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Knossos Subspace Portal - Freespace 2 Replica

Description
UNDER NO CIRCUMSTANCES SHOULD YOU REMOVE ANY BLOCKS! The modules WILL disconnect and drift away at best, or cause an unspeakable mayhem at worst. Unless you want that. Be my guest then, I guess.

Feel free to ignore the Admin Grid Protector mod, even though it serves a very important purpose: preventing the grid from being dismembered by even the slightest hint of damage. It's been the only reliable way I could find. That said, the blueprint is vanilla-compatible.



Setup instructions
  1. You have to come to a complete stop before pasting it in, otherwise it will drift away and crash horribly, eventually. Ignore the warning - it's working as intended.
  2. It can still manage to throw one ring away from the other so just use the Others tab in the Trash Removal menu in the Admin Screen (Alt + F10) to stop all the grids.
  3. Check if each of their respective centers of mass overlap - they are in the middle of each ring. Use the Info tab in the Terminal.
  4. If you find your sim speed hindered, just save the game, and restart the world. It should be back to 1.0.
  5. (optional) If you want to stop the portal, turn the Grav Gens off on both of the rings.
  6. (optional) Before you turn the antennae off, make sure you sorted everything else out. If you still wanted to tinker with the portal once you've done that, you have to get to the entry points to one of each ring's modules. You don't have to enter - accessing the terminal at the door suffices.



The main purpose of the Knossos is to serve as a beautiful machinima prop. It comes from an amazing space fighter sim classic Freespace 2 which I absolutely compel you to play. Thanks to the aptly named Knossos custom campaign launcher, it stays relevant to this day.

It's survival-ready but only as a paste-in. Thanks to a healthy stack of uranium-powered reactors it can last for 625 real-life hours. The concealed entrances provide a way to replenish the used up fuel.

Specs
  • Scale: 1:5
  • Inner diameter: 775m
  • Total blocks: 32,964
  • Total PCU: 77,692
  • Standby time: 625h

Skybox: Nebular 93 by Ashura
27 Comments
SPACE CORE 17 May, 2023 @ 12:51pm 
So it just spins?
Indrasil  [author] 10 May, 2023 @ 2:32pm 
@Astin Just place it - it turns on on its own.
SPACE CORE 10 May, 2023 @ 1:34pm 
how turn on
Gunhead Unit: D3F3CT 12 Jul, 2020 @ 2:12am 
Ahh that makes sence ^^
Indrasil  [author] 12 Jul, 2020 @ 1:27am 
Not really - SE's collision engine does not allow for that. They more, like, interlock.
Gunhead Unit: D3F3CT 12 Jul, 2020 @ 1:02am 
Wait so they phaze into eachother?
Gunhead Unit: D3F3CT 12 Jul, 2020 @ 1:01am 
XD
Indrasil  [author] 12 Jul, 2020 @ 12:42am 
It'll work fine as long as you don't destroy any blocks with ballistic weapons like gatling guns or assault rifles. That's what admin grid mod is for. Sadly, I cannot remedy rockets and bumps completely since on top of damage (which would be mitigated) they also apply momentum. I tried to counter that with internal dampening thrusters but due to SE shitting itself they do fuck all so the 2 main grids will eventually clangfully meet to each other's demise.
Gunhead Unit: D3F3CT 11 Jul, 2020 @ 7:45pm 
will it work fine without the admin blocks for all mod?
or will it just go kaput?
Indrasil  [author] 27 Jun, 2020 @ 5:19am 
I'm proud to represent @¢ Alpha