Space Engineers

Space Engineers

Not enough ratings
ISL - Hiruda-AC 1230 Constructor
   
Award
Favorite
Favorited
Unfavorite
Type: Blueprint
File Size
Posted
Updated
2.551 MB
5 Jun, 2020 @ 4:09am
24 Jun, 2020 @ 7:35am
3 Change Notes ( view )

Subscribe to download
ISL - Hiruda-AC 1230 Constructor

In 3 collections by Spite
ISL - Small Grid Printable Ships (with Printer)
185 items
ISL Shipyard
218 items
ISL - Utility Ships
47 items
Description
Purpose
A Medium ship for manual grinding and welding, slightly larger than the Tetra Constructor and with some extra features; extra connectors for more docking options, two gatling guns for defense, an O2/H2 Generator plus hydrogen engine for emergency recharge and a drill for clearing ground from job sites or quickly harvesting ice for the engine.

The hydrogen variant will work in space or lunar environments, but is not recommended for planetary gravity.

Features
Tools, Scripts & Weapons:
1 Grinder
1 Welder
1 Drill - for clearing ground
2 fixed gatling guns
2 Landing Gear - underside
PAM script - for autodocking and gravity aligning convenience only, not for mining/salvage jobs.
Fancy Status Display Script - for cargo and power management

Power:
6 Large Batteries
15 Small Batteries
1 Hydrogen Generator
1 Hydrogen Engine

Movement & Control:
1 Cockpit
1 Remote Control
6 Gyroscopes - Power increase/decrease controls are on toolbar 5
4 Large Atmospheric Thrusters
49 Small Atmospheric Thrusters

Cargo Space
1 Drill
1 Grinder
1 Welder
2 medium cargo containers
4 connectors - Port, Starboard, Underside and Rear

Miscellaneous:
2 Spotlights
5 Cameras - Front, Underside, Rear, Port, Starboard
Repair Projector

This ship has an empty mass of 76028 kgs, and can move with a full cargo at a maximum tilt of 45 degrees below horizon.

All Programmable blocks are turned off in this blueprint and all toolbars are the same from the cockpit or remote control.

All ships in this set have a rear mounted Merge block and can be printed using a welder wall with one (large grid) piston. However in this design the merge block will have to be ground down if docking via the rear connector, all blocks that require removal are painted bright red.

Toolbars
Toolbar 1
1. Thrusters All On
2. Thrusters All Off
3. Thrusters Braking On
4. Thrusters Braking Off
5. Lights On/Off
6. Connector Switch Lock
7. Camera Po
8. Camera Sb
9. Landing Gear Switch lock

Toolbar 2
1. Battery Discharge
2. Battery Recharge
3. Camera Front
4. Camera Underside
5. Camera Rear
6. Drill Control
7. Grinder Control
8. Welder Control
9. Antenna Broadcast On/off

Toolbar 3
1. PB [PAM] "up"
2. PB [PAM] "down"
3. PB [PAM] "apply"
4. Gatling Gun Control
5. PB [PAM] "Align"
6. PB [PAM] "homepos"
7. Hydrogen Engine On/Off
8.
9. H2 Generator On/Off

Toolbar 5
3. Decrease Gyro Strength
4. Increase Gyro Strength

Toolbar 6
1.
2.
3.
4.
5. Repair Projector On/Off
13 Comments
Spite  [author] 17 Apr, 2021 @ 7:44am 
"SAM and Spug's on utility ships, and PAM and Spug's on mining ships" - Yup, I'm thinking of swapping out PAM for Spug's script on the utility ships, keeping the PAM & SAM set up I have on shuttles and using Spug's script for the military ships
Kaito 17 Apr, 2021 @ 7:31am 
Regarding PAM being senile, I did some more experimentation. It actually works fine, the 2m waypoint granularity just wasn't good enough for my tight early game hangar. Hence, it knocked into everything, trying to go straight between those arbitrary 2m waypoints it placed wherever it felt like.

Manual waypoints with SAM, or better Spug's, work much better in such a tight docking situation. SAM's LCD path docking is neat, and has the benefit of not having to set it up for each ship. Spug's waypoints are more precise, especially if you fiddle with the accuracy settings a little, but you have to record them for each ship.

Additionally, I've been finding the gravity alignment function to be extremely useful when trying to dig straight tunnels. Aint no thing worse than trying to fly through a tight crooked 800m shaft.

So I've been finding myself using SAM and Spug's on utility ships, and PAM and Spug's on mining ships. Along with all my other (way too many) scripts, fo course.
Spite  [author] 17 Apr, 2021 @ 12:15am 
Yeah, I'm sure I can squeeze in an thruster or two
Kaito 16 Apr, 2021 @ 2:12pm 
Oh one more thing is that Spug's demands thrust in all 6 directions, which might be aproblem with your atmospheric ships. I've had to bolt on a few thrusters to make it work.
Spite  [author] 16 Apr, 2021 @ 10:33am 
Ahh, I might have had that issue with an older version then (its been a few years since I tried it)
Kaito 16 Apr, 2021 @ 7:20am 
Isy's ship refueler keeps one battery on auto, cycling through them, so that the ship is never actually without power. I haven't had any issues with it.
Spite  [author] 16 Apr, 2021 @ 3:18am 
I haven't been using MMasters AutoLCDs (except on the hercules) and Whip's SIMPL for simplicity, but when I can get around to the military designs then those are definitely being included ;)
Spite  [author] 16 Apr, 2021 @ 3:17am 
"I can just fly to somewhere over my base and hit a button." - yup, that was the intention with PAM on this build, but now that Spug's autodock v2 is out, I'll probably go through and replace scripts.

And yes, FSD v2 is also on the to do list, but I have irl things to take care of before I can dive into SE and continuing the ISL fleet.

Isy's ship refueler I used to use, but stopped because a combination of FSD and some toolbar buttons did the same job, and there was (at the time I used it) an annoying moment where the ship would be without power as it disconnected first, then switched batteries off recharge, which caused other scripts to not play nicely.
Kaito 15 Apr, 2021 @ 12:45pm 
I've found that Spug's v2 works wonderfully if all you need is pathing into a hangar and docking.

It's really precise, and really fast. Still have to fly home myself, but I can just fly to somewhere over my base and hit a button. Can't put a price on convenience.

I seem to add these to all of your ships that I've printed and used so far. I use Digi's micro timer and micro programmable block mods to make it easy to add more timers and PBs to vanilla blueprints without ample remodelling.

* Update FSD (v1 doesn't work at all sometimes)
* Add Spug's or replace PAM, depending on ship.
* Isy's Ship Refueler, along with 2 timers for docking and undocking automation tied into it.
* Whip's SIMPL and Artificial Horizon
* Automatic LCDs for detailed readouts that FSD can't manage. I'm a huge fan of InvList and PowerTime on ships, and Damage is useful to figure out if you've knocked something, but not hard enough for SIMPL to pick it up.
Spite  [author] 15 Apr, 2021 @ 12:08pm 
Ahh right, well I think PAM might be getting a bit senile, since it hasn't been updated in a while.

Yeah I saw that Spug made a V2 of his script, but I haven't tested it out yet, perhaps it will be a good replacement for PAM on some ships, like this one.

PAM does have a cargo fill readout somewhere (sorry, I haven't opened up SE in a while), but that function was kind of made redundant since I put Fancy Status Displays in everything (another script I need to update!).