Space Engineers

Space Engineers

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KDI Amarok Class Cruiser
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Type: Blueprint
File Size
Posted
Updated
14.626 MB
2 Jul, 2020 @ 9:20pm
26 Dec, 2020 @ 11:42am
8 Change Notes ( view )
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KDI Amarok Class Cruiser

In 2 collections by Papple2
KMI - Knightmare Industries' Ships - Generation Two
20 items
Knightmare Defense Industries G3 Fleet
8 items
Description
KDI Amarok Class Cruiser

Vanilla: Yes
Survival Ready: Yes
Planetary Capable: Yes, vertically.
DLC Blocks: Yes. For aesthetics, not structurally necessary.

Length: 64 Blocks, 160 Meters.
Size: 7,457 Blocks. 66,067 PCU.
Dry Tonnage: 8,505 Tons.
Max Jump Distance: 2,941 Km.
Max Acceleration: ~34.0 m / s^2

Important Note
I've found this ship and other ships with large conveyer systems and hydrogen thrust can encounter issues when initially pasted in. My current fix is to add a small hydro tank (and maybe another conveyer junction), let the tank fill up, then remove it and anything else I added. After that, things seem to work fine. No idea why it works that way.


Knightmare Defense Industries presents the Amarok Class Cruiser. The Amarok is designed as a large fast attack ship able to catch smaller enemy ships and escape larger, more durable warships. This design is intended as one of the first of a new generation of warships. The Amarok has a few significant upgrades over older KDI designs. The first of these is a major thrust increase that gives it a roughly 50% greater acceleration rate than the next closest KDI ship, the Eridania. This suits its intended role as a fast attack ship quite well. The other major upgrades are primarily centered around Programmable Blocks with useful scripts, more efficient system design, and a new hull paint scheme. Though the ship is capable of lifting off of any planet, it is not equipped for landing and requires modification to do so. The class is named for the Amarok of Inuit mythology, which would stalk and devour people foolish enough to hunt alone at night. While wolves usually hunt in packs, amaroks hunt alone.

The Amarok uses a complex Hydrogen-Ion Drive which produces 288 MN of force, making it the most powerful drive fitted to any KDI ship. Its Jump Drives are capable of a maximum jump distance of 2,941 KM. The ship carries 46 large turrets, 24 Gatling and 22 Missile, with 18 Interior Turrets and 12 forward facing Rocket Launchers. Power is supplied by 2 Large Reactors with several Small Reactors and Batteries as backup. The ship's hull is mostly light armor, with a few layers of heavy armor at the front and around critical ship components, and a heavy armor frame running through the hull for structural integrity. The ship has a hangar, medical bay, basic refinery, assembler and survival kit. There are also parachutes at the front in case of emergency, but landing gears should be attached to the bottom of the ship if you intend to land on planets.

The ship is built fully vanilla and survival ready, with an interior in the style of "The Expanse." I use a light changing script to switch around the interior light settings. Its an older script and I couldn't find the original creator. The script was updated by ColTeH for my use. I used some of Whiplash141's scripts on the ship, including their braking script for "flip and burn" situations, and a few of their mods for taking the screenshots. The mods I used to assist with the screenshots came recommended by Taidyr, who makes some fantastic content as well. I used Darth Biomech's Milky Way Skybox mod as well. Links below. I got inspiration for this ship from ships shown in The Expanse RPG book, I highly recommend The Expanse's books and show.

Whiplash141's Workshop

Taidyr's Workshop

Milky Way Skybox by Darth Biomech

Please feel free to modify the ship to fit your in game needs. Just be sure to give credit to the original creator.


Other Important Notes

The turrets are set up in groups for Whip's AI turret slaving script, but that program block is disabled. If you want to use it, simply turn it on, and if you really want to, modify the turret groups.

Whip's automatic door script is equipped but disabled. Enable if you want that.

The Thruster Heat Sink script is equipped, but currently broken as far as I can tell, so that program block is turned off as well.



Author's Notes
Alright. This one was really fun at first, then became a slight nightmare. Originally this ship had a 320 or so MN drive, which gave it an acceleration of 36 m / s^2. This was all fine and great, until I took the darn thing out for a combat test and found that sim speed dropped to 0.5 when I pressed w. Naturally, this is not something I desired. So I went through a few hours of back and forth designing (after the many hours already spent getting it finished in the first place), steadily altering the drive until it not only produced less lag, but still performed relatively well. It still lags a little for me, but only slightly in most cases. For whatever reason, I found that it and a few other ships still lag a fair amount in world's with planets. Bummer. I'm really not sure why that is (or why the original design was so plagued with lag). But despite that shortcoming, I put a lot of work into this ship and I'll be damned if I'm not going to share it. I hope it serves you well.


If you have any questions, comments or feedback about the ship, please leave them in the comments below. I'm always looking to improve upon my work. If you enjoy the Amarok Class Cruiser, likes are greatly appreciated. Thank you for browsing this item. Safe Voyages! Papple.
38 Comments
Papple2  [author] 28 Feb, 2022 @ 5:42pm 
@Karelia Is it really that bad? Damn, lol. WF2 messing all kinds of things up. If I had the time and energy I'd be going through updating my fleet more quickly, but I have some pressing irl stuff I need to take care of, unfortunately.
Karelia 28 Feb, 2022 @ 2:10am 
Oh boy did the Warfare update do a number to this ship. 2-3 railgun rounds and the entire engine compartment chains, blowing the drives right off the ship.
Papple2  [author] 25 Jul, 2021 @ 2:35pm 
I guess in summary, the way I build a ship starts with some ideas, then planning, then sketching it out with actual blocks, putting systems in, adding details and polishing it off. At any point I might need to go back to a previous step and rethink something.
Papple2  [author] 25 Jul, 2021 @ 2:34pm 
@reddtherage Hm... I could try making a guide, but my work process can vary a bit. I'm not sure how specific you're looking for though. A quick run through though: I usually start with some design elements I want to incorporate into a ship, getting a general idea for the ship, its size and shape. The first sections I start building are usually the engines or hull. I work with the shape until I'm satisfied with it, adding key features like weapon hardpoints and some detail. I also usually build the engine internals with the hull. Once the exterior's rough shape is finished, I move into the interior and start mapping it out. I put in conveyer lines and map out where the decks will go. Then I move onto filling things in, adding the details that the ship needs, internal and then external. The thing I've tried to teach myself is to be flexible and not too attached to any design element, but its difficult to balance form and function.
reddtherage 25 Jul, 2021 @ 1:15pm 
Excuse me, I love the expanse design ships and would like to learn how...I was wondering if you can make a guide or step of instructions on how you do it? i want to make my own from scratch but need some tips and pointers. I felt a guide, step of instructions or even a video could help many people in the long run who are trying to get it down. like myself
zzprime 6 Apr, 2021 @ 2:50pm 
Thanks for the fast response. I'll take you up on that one.
Papple2  [author] 5 Apr, 2021 @ 8:43pm 
@zzprime Sorry, I would if I could. Unfortunately whip hasn't uploaded that script. You can copy/paste it out of the program block though.
zzprime 5 Apr, 2021 @ 7:15pm 
Good afternoon Papple,
Can you put a link to the flip and burn script, since I cannot find the script in Whip's scripts, nor can I find it in the workshop, Thank you.
Azumazi 10 Oct, 2020 @ 2:51am 
Np, I know how it can be having to go back through a ship to fix a random issue. Currently having to do that with 2 of my own ships because for some reason the new Sci-fi textures caused an artifact glitch in one of my ships and I'm trying to find out why. Fun times lol
Papple2  [author] 9 Oct, 2020 @ 6:30pm 
@Azumazi It wasn't too much trouble figuring out which ones were the trouble makers. I've replaced them with small hydro thrusters, which will actually make the ship faster, but consume more fuel. That's actually how it was originally, but I reduced the number to try and reduce lag, but I now know they weren't the big problem in that regard, so they can come back. I also fixed a few things on the ship and added a few things that I wanted. Thanks again for the assistance.