Space Engineers

Space Engineers

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EHI MCF-700 Command Module
   
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File Size
Posted
Updated
4.854 MB
3 Apr, 2020 @ 9:11am
9 Nov, 2024 @ 7:46am
28 Change Notes ( view )
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EHI MCF-700 Command Module

In 1 collection by Canofjuice
EHI Modular Freight System
15 items
Description
NO MODS | DLC REQUIRED | SCRIPTS | NO SUBGRIDS | SURVIVAL READY



The MCF-700 Command Module
Menu ID: MCF-700 CMD





MCF Command Modules serve not only as the ship's center of operations, but as the pilot's living quarters during long hauls between systems. The MCF-700 Command Module continues to stand the test of time as a smaller and cheaper alternative to the more advanced 930 series. Its longevity is due in no small part to its simple design, and the ease with which it can be modified. It's not uncommon to see operators replace one or more of the hydrogen fuel tanks with large cargo containers. In configurations like this, the MCF-700 Command Module is more than capable of operating on its own as a light freighter with nothing else attached.





Statistics:
Role: MCF-700 Command and Control Module
Blocks: 761
PCU: 8,644
Mass: 583,537 (Dry)

Equipment
MFS Hardpoints: 1 (Rear-Facing)
Jump Drives: 1
Hydrogen Engines: 8
O2/H2 Generators: 4
Oxygen Tanks: 2
Gyroscopes: 2
Large Hydrogen Tanks: 6
Dedicated Cargo: 10 Small Containers

Armament:
4x 25mm rotary autocannon turrets.





  • Survival Ready.
  • Module can be de and re-attached either by finding its corresponding timers via the menu, or via physical control panels placed next to the corresponding connection point.
  • Berthing and accommodations for 1 crew.


Scripts:
Whip's Auto Door and Airlock Script
Automatic LCDs 2
Whip's Turret Based Radar


Author's Note: This Command Module is purely hydrogen powered. Please comment if something isn't working, or if you have a suggested tweak or improvement. -Enjoy!
14 Comments
Canofjuice  [author] 10 May, 2020 @ 12:32pm 
Part 2:

4) Set your FoV to the minimum (40 degrees) for most of your screenshots. I really only turn it back up when I want a mild fisheye for interior shots. This flattens the perspective a bit and gives a nice telephoto effect.

5) Disable post-processing when you're taking your images. This gets rid of the default radial blur and vignetting around the edge of your screen.
Canofjuice  [author] 10 May, 2020 @ 12:32pm 
2 Part comment:

So there's a few tricks I've learned so far:

1) When I take screens I have all graphics settings cranked to maximum. Having those shadows as sharp as possible makes a big difference.

2) Make sure you have your screenshot multiplier turned up. I'm taking screenshots on a 4k monitor with 2x multiplier resulting in 8k screenshots. If I went higher my PC would probably die. I take my absolutely massive screens and downres them in photoshop as smart object layers. In PS there's a byproduct from the downsampling that gives you this really crisp look wherever you have high contrast.

3) I use the background I do for reasons other than my love of Homeworld. That particular orange/purple color palette works really well against the base green color I use on most of my ships. In-game textures are set up to pick up and reflect light from the background so it all sort of plays together.
LeonserGT 10 May, 2020 @ 12:15pm 
Anything special you done to your screenshots? It looks almost like borderlands graphics, me likey
DeadMechGaming 1 May, 2020 @ 6:43pm 
Sounds good :D

I usually use it on all of my capital class ships; Keeps them from being easy targets for other players and drones when I leave them in orbit. Enemies can't find a target if it's constantly moving.

I've noticed the newer version even allows for changing altitude and speeds with just a push of a button now. Should make for gradual entry when landing on planets. Great for people like me who use the dangerous re-entry mods; can't tell you how many ships I've burned up on re-entry :P
Canofjuice  [author] 1 May, 2020 @ 6:16pm 
Sweet! I'll probably replace the aligner script in the ARV-150 with this :D
DeadMechGaming 1 May, 2020 @ 2:10pm 
Looks like there is a newer version of the Orbital Autopilot with some new arguments for control

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1876439809&searchtext=orbit

Might try it instead.
DeadMechGaming 1 May, 2020 @ 2:22am 
Ah, didn't notice you'd already updated it :steamhappy:

Understandable with the rotors, it's just something I end up doing. Really hope Keen eventually allows us to print everything on a ship, including whats past the rotors.

Here is the link you asked for:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1401338706&searchtext=orbital+autopilot
Canofjuice  [author] 30 Apr, 2020 @ 8:42pm 
The ladder should be fixed as of yesterday. Mainly the reason I don't do a rotor system for condensing the computers, is to keep the ship printable for survival. That said, I'll see if I can find some room to add a problock for LiDAR (and a projector too while I'm at it). Link that orbital autopilot script, I'd love to check that out :)
DeadMechGaming 30 Apr, 2020 @ 7:05pm 
I'll have to take a look at it.

A few things I noticed on this build is that there isn't a ladder leading to the upper catwalk, there is space for it next to the cryopod; and that this isn't using the lidar script that most of your other ships use (therefor it can't scan or relay any info to your other ships if it spots anything). Not sure if either was intentional.

If you're having trouble finding room for all the program blocks, you could always build a large to small grid rotor and place multiple program blocks on that. I typically end up replacing all of your program blocks into a system like that to save on space since there are some other scripts I like to use too (orbital autopilot for one).
Canofjuice  [author] 30 Apr, 2020 @ 6:23pm 
Hey, thank you for your support! I actually have some stuff to release this weekend (so I can finally be caught up) when I'm off work, I'm just being lazy since putting together the titlecards and whatnot take a few hours to make. :)

I actually devote as much if not more time to iterating my old stuff as I do to working on new stuff. I recently completely remade the interior of my Tison warship.