Space Engineers

Space Engineers

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Azimuth Spawn Ship
   
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Type: Blueprint
File Size
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827.638 KB
22 Oct, 2014 @ 9:34am
27 Oct, 2014 @ 12:30pm
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Azimuth Spawn Ship

Description
Valkyrie Industries Proudly Presents The Utterly OP Spawn ship version of the Azimuth fighter!

Thats Right! All the firepower of the Azimuth Fighter, Now with twin refineries, a Assembler, A drill and collector, and batteries! All you need to show that Asteroid who boss while fighting off pirates dumb enough to attack you!

Presented in blueprint form because the guide to making a spawnship says the method is broken, but if anyone is willing to help me make it an actual mod, please let me know!

Requires ALL Azimuth modes (just subscribe to EVERYTHING on Tumbles Workshop) Hoverbikes (for small gyros) The Small Ship Mega Mod pack (can be found on tumbles workshop and needed for the small ship refinery and assembler) and Killer Corps Conveyor expansion pack and the Blast door Sections.

(Note, the updated Valkyrie's Wings world will auto install all needed mods and make them available for your personal world.)

OKAY I GIVE UP SINCE NO_ONE CAN READ.

I redesigned it to "fix" the issue. You just lost EIGHT manuvering thrusters, but for those of you who JUST CAN'T LIVE WITHOUT HAVING THRUSTER DAMAGE ON, it no longer has thrusters on the wings.

I also eliminated the hoverbike gyros, and added batteries on the underside of the wing, since I liked how they looked on the Ultraheavy. This version has a fully connected conveyor system in order to allow you to drill, process and automatically fuel the ship from a uranium deposit
37 Comments
nxterminator579 27 Oct, 2014 @ 9:11pm 
I also forgot to say that I decided to post the instructions here

:/ I really need to stop forgetting stuff
nxterminator579 27 Oct, 2014 @ 9:07pm 
(continued from previous comment)

NOTE: I FORGOT TO SPECIFY THAT THE EDITING OF THE RespawnShips File SHOULD BE DONE IN A COPY OF THIS FILE YOU PUT IN:

C:\Users\<Username>\AppData\Roaming\SpaceEngineers\Mods\<YourModName>\Data



I personally don't know what

<SubtypeId>NXT's Super Awesome Respawn ship</SubtypeId>

does but it doesnt seem to matter what name is in place of "NXT's Super Awesome Respawn ship"

<CooldownSeconds>30</CooldownSeconds>

determines your ship's default cooldown time in seconds, replace "30" with the number of SECONDS you want your spawn ship to have to wait before you can use it again

and finally:

replace "NXT's Super Awesome Respawn ship" in

<DisplayName>NXT's Super Awesome Respawn ship</DisplayName>

with whatever you want to label the spawn ship in the respawn menu

COPY EVERYTHING ELSE AS IS

END OF LECTURE



nxterminator579 27 Oct, 2014 @ 8:58pm 
(Continued from Previous Comment)
in your entry, you will change a few things from mine. First off, the name you entered at (in the ship's file)
<?xml version="1.0"?>

<Definitions xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Prefabs>
<Prefab>
<Id>
<TypeId>MyObjectBuilder_PrefabDefinition</TypeId>
<SubtypeId>NXT's Super Awesome Respawn ship</SubtypeId>

you probably replaced "NXT's Super Awesome Respawn ship" with <<YourNameHere>> ( <<YourNameHere>> being a place holder for the name you desire to replace it with, and will stay a placeholder in other possible instances for the exact same name). now in the RespawnShips file, you want to replace:

<Prefab>NXT's Super Awesome Respawn ship</Prefab> with

<Prefab> <<YourNameHere>></Prefab>

(continued in next comment)
nxterminator579 27 Oct, 2014 @ 8:55pm 
(continued from previous comment)
in the RespawnShips file, (open with Notepad or something like that) you will need to make an entry

my entry is

<Ship>
<Id>
<TypeId>RespawnShipDefinition</TypeId>
<SubtypeId>NXT's Super Awesome Respawn ship</SubtypeId>
</Id>
<DisplayName>NXT's Super Awesome Respawn ship</DisplayName>
<Icon>Textures\GUI\Icons\Fake.dds</Icon>
<CooldownSeconds>30</CooldownSeconds>
<Prefab>NXT's Super Awesome Respawn ship</Prefab>
</Ship>
but in yours you will want to change a few things
(continued in next comment)
nxterminator579 27 Oct, 2014 @ 8:34pm 
for beginners, this guide explains it pretty well, but it is a little out of date, it is not my file btw

the changes are that there is no more "respawnship=true" coding thingy anymore, as you may notice in your file

instead a more detailed file is provided for this in C:\Program Files (x86)\Steam\SteamApps\Common\SpaceEngineers\Content\Data called RespawnShips (note the "s" at the end of this file, don't confuse this with the RespawnShip file in the prefabs folder)

(continued in next comment)
nxterminator579 27 Oct, 2014 @ 7:39pm 
hey Val, guess what!!! I just learned the new way to make a respawn ship mod!!! do I tell you here or make a guide, which do you prefer?
Sytonis 25 Oct, 2014 @ 5:21pm 
oop thats the problem thruster damage
Valkyrie Ice  [author] 25 Oct, 2014 @ 4:55pm 
The ONLY possible thing I can think is that if you had that issue IN THAT WORLD, then you messed with the settings and maybe turned thruster damage on. The wing thrusters are very close to the tailfin. Other than that, I don't know what to tell you. All of the ships work perfectly for me on my machine, and on Tumble's Servers. They've been flown ON CAMERA for his twitch stream many times. They have never once had anything fall off.

Valkyrie Ice  [author] 25 Oct, 2014 @ 4:46pm 
Full 720 spins at 104.5 mps. Nothing falls off. Barrel rolls under full acceleration. Nothing falls off. In survival, at full speed, with dampners turned off, doing full acceleration sliding in all six directions and then slamming inertial dampners back on. Nothing falls off.

Try loading the world I linked and test flying any one you wish.
Sytonis 25 Oct, 2014 @ 2:44pm 
like about 20m per second the turn sharply