Space Engineers

Space Engineers

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Tri'al Juggernaut
   
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Type: Blueprint
File Size
Posted
27.747 MB
27 Mar, 2023 @ 12:38pm
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Tri'al Juggernaut

Description
Welcome to the latest edition in the Tri'al ship series.

Tri'al Juggernaut

In short, this is a massive floating space tank. Covered in guns and armour, this thing is designed to wade through the thickest of battles and come out the other end intact. As usual with other ships of it's series, it has modules which can be ejected and replaced. The ones on this ship are particularly thick and tough to breach. This ship also takes advantage of the new custom turret controller, to an almost ridiculous amount.

Ship Specs

Multiple Layers of ribbed, decoy integrated heavy armour. With an extra layer on the internals protecting the vitals.
Large Vehicle / Fighter bay with airlock style entrance
28 Artillery Turrets mounted on top and bottom forward and aft sides of the ship, these are mounted directly to the ship
72 Assault Cannon Turrets mounted on top and bottom forward and aft of the Modules
57 Autocannon Turrets, most of them carrying 12 Autocannons each, making for roughly 600 individual autocannons.
All turrets, including the custom turrets, have a functional conveyer connection to the central ship and cargo.
2 Railguns mounted in the nose, able to fire through the modules.
Thrusters embedded deep into armour and all but some Ion and the large hydrogen are protected by blast doors.
Besides the modules, the ship is entirely hydrogen thruster powered.
Medical Bay's
Large, spacious interior with Anti-personal defenses.
Ejectable Modules enabling replacements to be prepared in advance, and preventing damage to the ship itself during light engagements (And really everything but a similar power class capital ship or a fleet of warships is gonna be a light battle in this thing).
Not bad manoeuvrability/speed considering its immense weight.
While totally vanilla, the ship does use the TCES custom turret script and a block rename script which I left mounted to one of the programmable blocks. Should you re-attach replacement modules, be sure to run the turret control programmable block to re-assign the turret controllers themselves

Not much else to add, really. Way too much time and effort was put into this build for the short description it has. If you have a good comp and you want to give it a test, throw half a dozen of your best combat ships at it, and be prepared for either a short fight or really long fight. If this ship loses a fight, usually it happens when all turrets are destroyed, the next part comes getting through the ridiculous armour. Anything short of repeated warhead strikes on the same area is going to take a long time to get through.

To build this in Survival, you will need to get the Multigrid projector Plugin, using the Plugin Loader.

DISCLAIMER ABOUT CLANG!
Because this ship is peppered with custom turrets, re-attaching the modules can cause them to explode. This is an issue I am unable to avoid entirely, the best thing you can do is lock all the hinges and rotors, turn the module you wish to re-attach into a station, re-attach it. Then do the same for the other module, and hope none of the turrets get exploded by clang. Worse comes to worse, temporarily disabling block damage then re-attaching the modules works too.