Space Engineers

Space Engineers

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The Night Fury (prototype)
   
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Type: Blueprint
File Size
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1.182 MB
3 Jun, 2022 @ 7:52pm
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The Night Fury (prototype)

Description
NOTICE: I am now deeming this a prototype. It's the general idea/aesthetic that I want; however, I want to clean it up, and remove as many mods as possible. I am currently working on the next iteration of the ship.

EDIT: I have finished my next iteration of the Night Fury (originally Hydra Patrol Craft by JD.Horx): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2822927622

I just want to preface by saying that I am pretty new to Space Engineers, so you will most likely find some problems with the ship, or something that could be done differently or easier. So, please, feel free to comment with any issues you find.

This is a variant of JD.Horx's IMDC Hydra Patrol Craft (link to original: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=627637550). I first came across it while watching Captain Shack's (TheXPGamers) Star Wars survival series a few years ago and really liked the ship. However, I only recently started playing the game, so I've finally been able to modify it to my liking.

Whereas the original craft was designed as a scout ship, I have designed The Night Fury as more of a mobile home base/deep exploration craft. As such, it has pretty much every system you would need (at least for a ship of this size).

One thing I changed is the weapon system; I moved around the gatling turrets (I think removed one as well) and removed the missile launcher, while adding a couple of interior turrets (to act as anti-personnel weapons on the exterior), a couple of assault cannons, and a bunch of autocannons. My goal was to make the craft able to defend itself but not go on the offensive. It's mostly anti-fighter weaponry; however, the assault cannons allow it to combat bigger targets if it has to. One note in regards to the weapons system, is that as I am new to SE, I don't actually know how effective these weapons systems are. So, it might actually be junk, or maybe it's really strong--I have no idea.

I also designed this for a survival start (a rather easy survival start if we're being honest). So, it has fuel in the reactors (10k uranium ingots per reactor; yes, I know that's a lot lol), 10k ice in the O2/H2 generator, and ammo in the weapons system. The ship's main power comes from its 8 small reactors; however, it does have 1 solar panel, 4 batteries, and a hydrogen engine as backup power.

I have not fully tested this ship. I've flown it around a bit, and it feels fairly good in terms of maneuverability for a ship of its size. It has the thrust to fly in at least low gravity (i.e. earth-like planet's moon); it cannot however, fly in high gravity, such as, Pertam. Those are the only two celestial bodies I have tested it on so far. The shields don't seem to work, but on the workshop page for them, it says the shield mod might have problems in creative, which is the mode I worked on it in. I am fairly confident the ship is properly "piped" with conveyors, but I might have missed something (so please let me know if you find something wrong); the conveyor system is also kinda messy since I started with a complete ship instead of adding my modifications on paper and then building it from the bottom up.

As to the mods I have used:

1. The retractable landing gear is in there so that the ship's landing gear can tuck away out of sight. If you don't wanna use the mod, the vanilla landing gear works just fine (just a note--the forward landing gear is part of the bridge, and the main flight seat is on top of it).

2. The passageways are mostly just for interior decorating; however, the dorsal access is comprised of some of these blocks, so if you don't use this mod, you'll have a hole in your ship.

3. I used the autocannon on large grid conveyor mod, so I could have a medium weapon system designed to operate in a point-defense role. If you remove this mod, it won't really have an affect of the ship; however, most of the ship's weapons are the autocannons, so keep that in mind.

4. The shield mod is in there so you don't lose your home. I'm not sure if it'll work in survival, but I have tried to armor up the ship the best I can without making it look like a complete brick. The ship's armor is primarily comprised of light armor blocks (no heavy blocks on the ship to my knowledge) and catwalk blocks.

5. The last mod is the buildandrepairsystem. Captain Shack used this in his series, and it looked helpful and interesting. However, I have no idea how to set it up (I watched a video but am still confused lol), so the settings are pretty close to default. I did change a few things including centering the active field in regards to the ship.

Notes:

1. The dorsal aft autocannon is not piped to the rest of the ship due to it's position. It does however, have a cargo container next to it to provide additional ammo.

2. The ladder below the main entrance is mostly just for looks, as you can't open the door while on the ladder. You could technically remote access the ship and open the door if you want though.

3. The armory is sometimes (inconsistently) not airtight. It's most likely due to the modded blocks above it, but I'm not sure (please let me know if you discover the reason for this problem).

4. I like to be safe, so there are many redundant or backup systems.

5. I completely removed the atmospheric thrusters but added a few hydrogen thrusters. This is a primarily space-based ship that can also operate in low gravity environments if needed.

6. The DLC's are just the decorative packs 1 & 2, and are mainly just used as interior decorating. I have put some items in some of the blocks, however.

7. You'll probably wanna turn thruster damage off, or you'll destroy some catwalks in front of the forward facing ion thrusters.

8. The hydrogen thrusters are currently turned off when spawned in, so keep that in mind when spawning the ship inside of gravity.

I hope you enjoy the ship!

I will also update this page (and the ship) as required.