Space Engineers

Space Engineers

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ICT Call the Ships to Port
   
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Type: Blueprint
File Size
Posted
4.279 MB
10 Jun, 2021 @ 9:29am
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ICT Call the Ships to Port

In 1 collection by hvalross
Coyote Orbital Design Bureau: Division A
23 items
Description
NO MODS REQUIRED.

The ICT (Interplanetary Combat Type), alternatively known as the Northern Light-class frigate, was designed to work alongside and eventually replace Coyote Orbital's Bermuda-class vessels. With a reduced jump range, powerplant, and overall size, ICTs are designed to be more efficient than their predecessors, able to go days or weeks without needing refuel. They still pack a considerable punch, however; in addition to the pair of side mounted TR4 rocket salvo turrets (similar to those on the Bermuda, but slightly downsized to comply with the local system's weapons limiting treaty), there are another pair of PDC4 heavy gatling turrets on the top and bottom.

Inside, the ICT presents a radical departure from previous Coyote Orbital designs: its interior is oriented perpendicular to the main thrust axis. This choice allowed the inclusion of a gravity drive similar in scale to that of the Bermuda as well as other critical systems, while still giving crew adequate (albeit cramped) interior space and maintenance access. Behind the ship's armored skin, there is a secondary protective layer of blocks resistant to deformation around most critical systems; a significant portion of this is made up of batteries, which double as reservoirs for power that can be discharged in combat situations for extra boosts. Other protective features include use of a backup survival kit (in case the main medbay is destroyed) and repair welders for the ICT's four primary turrets to help preserve their integrity in combat.

Re: DLC. I wasn't exactly planning to release this ship when I built it. So it uses 4 DLCs: both Decorative Packs, SotF, Wasteland (on subgrids only, for the Barred Window blocks) and Warfare 1. I don't think you need all of them necessarily; it might be painful, but only SotF+ whatever pack has the stairs are really needed. Everything else is pure decoration without important functionality

This design was born and blueprinted in survival, so that should answer any questions about whether it's survival-ready...hint: it is. In addition (like all of my ships made for the SkunkWorks servers), cargo containers come preset with "Special" custom data for Isy's Inventory Manager; when docked to another vessel or station running Isy's, the ICT is resupplied automatically. It was designed for use with the Defense Shields mod, but doesn't need them to be viable--­­­­ICTs can easily dodge shots from vanilla turrets, thanks to their powerful gravity drives.

if u like ship pls leave a rating ^-^ if not, please please please!!! tell me why < 3 i strive 2 improve

Specifications:
(Learn more by uploading .sbc file to SEPraisal[spaceengineerspraisal.net])
-Mass: 2,810,300 kg with some ammo still in there
-PCU: 35,288
-Blocks: 2,134 main grid, 2,826 total
-Acceleration: Approximately 30m/s^2 in all directions, slightly faster forwards (0-104m/s in ~3 seconds).
-Scripts: Whip's Gravity Drive Manager[github.com], Diamond Dome, Automatic LCDs 2, and last but not least, Fancy Flight Info by Blargmode. This script is optional; due to its constant, large updates (or something, I'm not a geek) it is not recommended for multiplayer servers. It does however look VERY cool. Despite changing the update rate to be much less frequent than the default, I'd still recommend using this infrequently or not at all if you don't want to draw the ire of admins lol.

Controls:
Tab 1:
1-Forward camera
2-Open/Close camera/HUD hatches
3-Left camera on top PDC
4-Right camera on top PDC
5-Jump for jump drive B
6-On/Off toggle for main turret repair welders
7-Run DDS with the "TOGGLE" argument (enables/disables the primary turrets' targeting)
8-On/Off toggle for recharge on primary battery group
9-On/Off toggle for recharge on auxillary battery group (8 batteries for separate backup power)

Tab 2:
1-Jump for jump drive A
2-Jump for jump drive C
3-Jump for jump drive D
4-Jump for jump drive E
5-Jump for jump drive F
6-On/Off toggle for all jump drives


Tab 3:
1-Stockpile On/Off toggle for ship hydrogen tanks
2-Stockpile On/Off toggle for ship oxygen tanks
3-On/Off toggle for ship O2/H2 generators
4- On/Off toggle for designator/defense turrets
5-On/Off toggle for ship gatling turrets

8-On/Off toggle for backup respawn (enable in combat, disable otherwise to keep respawn screen from getting too beeg)
9-On/Off toggle for mass drive (turn off for docking maneuvers)

Tab 4:
1-Reverse azimuth rotors
2-Reverse elevation hinges
3-On/Off toggle for azimuth rotor lock
4-Decrease lower limit for azimuth rotors
5-Increase upper limit for azimuth rotors
6-On/Off toggle for elevation hinge lock
7-Decrease lower limit for elevation hinges
8-Increase upper limit for elevation hinges
9-On/Off toggle for all exterior lights

Tab 5:
1-On/Off toggle for all thrusters

Tab 8 has projector translation controls and Tab 9 has projector rotation controls as usual.

Description:
The ICT was more or less an attempt to reduce operating expenses for our mainline combat ships, as the Bermudas had gained too much chonk after like 30 iterations (1 million kgs :/) and had their jump ranges fall off rapidly. This design was mostly focused on balancing the ship's center of mass as much as possible with only one large reactor in the rear, as opposed to the Bermuda's two main reactors equal distances forward and aft of the ship's Cm; however, results were still imperfect and thus the design required extra override compensation from Whip's gravity drive system to eliminate torque during strafing maneuvers.

After like a year or two of everyone else doing them, I decided to try my hand at "Expanse" style interiors and quickly realized that the talk about them being more efficient in use of space was more or less true. I also wanted to get rid of ladder jankery, since seemingly no one else can ever figure out how to get around my previous ships with more than one deck. Overall, I'm pretty happy with how this one turned out, especially the wood floors.

Call the Ships to Port takes its name from Covenant's absolutely iconic futurepop banger of the same name, and the class name comes from the title of their (also stellar) album where that track appears.

My cutaways were made with the Green Screen skybox and some editing in paint dot net; the awesome logo is courtesy of Paralix (ty soooo much!). Non-server screenshots use Realistic Skybox and Apothilight, plus some FOV tweaking (nvidia ansel i loooove u)
2 Comments
hvalross  [author] 4 Aug, 2021 @ 3:29pm 
Many thanks = )
Senanthes 4 Aug, 2021 @ 1:37pm 
Finally had a look around this one, and she's fantastic!