Space Engineers

Space Engineers

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Battleship MSI Salvation
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File Size
Posted
Updated
40.841 MB
26 Mar, 2023 @ 7:01am
23 Feb, 2024 @ 9:49pm
3 Change Notes ( view )
You need DLC to use this item.

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Battleship MSI Salvation

In 1 collection by Poanage
Poanage Arsenal - Mining Security and Insurance
12 items
Description
BATTLESHIP
Length: 385m
Mass: 62 million kg
Blocks: 30,799
PCU: 156883

ENGINE SYSTEMS
89 x Large Hydrogen Thrusters
14 x Large Ion Thrusters
18 x Jump Drives
3 x Merge Pulse Drives (33 m/s²)
Gravity Gyro System (18°/s)

ONBOARD CAPACITY
36 x Permanent Crew
9 x Kingfisher Strike Fighters
4 x Paladin Main Battle Tanks
1 x Alabaster Heavy Miner

ARMAMENT
2 x Assault Cannon Turrets
20 x Gatling Turrets
39 x Artillery Turrets
56 x Forward Artillery
50 x Forward Railguns
6 x Triple Barrel Railgun Turrets
6 x Rapid Fire Autocannon Turrets
12 x WHAM Guided Torpedo Bays
4 x Piston Cannons

FULL INTERIOR
Railgun maintenance zone
Fighter printer, rearm, and refit
Two storey hangar
Reactor engineering zones
Refining and assembling zone
Pulse drive core room
Detention center
Interrogation room
Gymnasium
Combat Information Center
Recreational bar
Shooting range
Medical center
Research lab
Atrium and staging room
Entertainment theatre
Mess hall
Crew quarters
Night club/Observation platform
Arboretum

PLANET LANDING CAPABLE
Keep ship upright, do not pitch or roll in atmosphere. The ship relies on a gravity gyro system which becomes useless on planets. Pitching or rolling will cause the ship to list.

CREDITS
Whiplash for all the amazing scripts
Major Jon for the engines that make this ship possible
Dwarven cleric for the best gravity drive script ever
MMaster for Automatic LCDs

AUTHORS NOTES
This is a very heavy ship, only merge pulse drives would be able to move this thing. No mount of gyros would turn this ship reasonably, so I've set up a gravity drive system that works as a super gyro. This gravity gyro system will cause your sim speed to suffer, so I recommend leaving it off unless you are actually turning or fighting another ship.

Mod.io link: https://mod.io/g/spaceengineers/m/battleship-msi-salvation

Check out my other ships at: https://steamhost.cn/steamcommunity_com/id/pac168/myworkshopfiles/?appid=244850
If you like my work, please leave a rating :) Thanks for your support!
42 Comments
Poanage  [author] 30 Jul @ 12:10am 
Just don't bother with the railgun turrets, missile printers, clang guns, still has plenty of standard weapons you'll be all good ¯\_(ツ)_/¯
SugerGlider 18 Jul @ 9:00pm 
8kasltanic your not ment to
it uses explotes
8kasItanic 13 May @ 2:06pm 
YO WHY TF U HAVE SUBGRIDS ON THIS. IF YOU WANT SOMETHING TO BE SURVIVAL READY HOW TF AM I SUPPOSED TO WELD THIS WITH SUBGRIDS
LionHeart 29 Jun, 2024 @ 3:14am 
i had problems with it, as soon as i spawned it, its glided away from me, and i couldnt almost walk inside too, i dont know what am i doing wrong
Poanage  [author] 28 Jun, 2024 @ 6:29am 
Sorry guys i may have misaligned the refineries... yes it can land on planets as long as you have scripts enabled for the clang drive to function
LionHeart 11 Jun, 2024 @ 1:49pm 
can it land on planets
lmao 6 Jun, 2024 @ 1:43am 
Are you using any mod when making the ship? Cause I have all dlc but it keep said it missing something and the refinery, assembly can't auto withdraw resource.
BaronessOfStarsLeah 26 Mar, 2024 @ 3:47am 
i own all of the required dlc but i still cant move things into the refineries nor will they auto pull ressources
Poanage  [author] 25 Mar, 2024 @ 5:44am 
Yes it should all be hooked up, maybe a missing dlc? Should work in survival
BaronessOfStarsLeah 24 Mar, 2024 @ 8:45pm 
kinda dumb question is it supposed to be able to be used in survival? bc none of the refineries are hooked up and the connectors are what feels like somewhat connected but in their own network of pipes?