Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Synth-IBC RE2
   
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Blueprint: Capital Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
92.731 KB
23 Nov, 2024 @ 12:23pm
23 Nov, 2024 @ 1:16pm
2 Change Notes ( view )

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Synth-IBC RE2

Description
Original design and blueprint by jrandall
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3148542447

I love this ship, so I had to convert it to RE2.

Changes were kept to a minimum:
- Added a second basic CPU extender
- Made the two advanced CPU extenders fit next to the basic and improved ones
- Filled solar panel upgrade rooms with cargo blocks to create three additional cargo arrays (1x640k, 2x320k)
- Created upgrade spots for Auxiliary Cores, since their size has changed considerably
- Updated upgrade labels to match new device names
- Included alternatives in upgrade information
- Added a few small blocks to give the shutter doors a more snug fit

Hopefully the added upgrade information and changes to labels don't irritate players used to the old abbreviations.
I tried to keep it as clear as possible.

The upgrade spots are plentiful, but you can't fit everything in them, so decisions have to be made.
Energy efficiency, defence, or a mix.
Of course everything will eventually fit in the huge hangar. But if you're like me and want it clean and pretty, that would mean some extra block-work.


Comments welcome.
Please also check out all of jrandall's awesome work. I don't take any cedit for this mere refit. It's nothing compared to his amazing creative skills.
3 Comments
Tarron  [author] 15 Feb @ 7:43am 
Hey @RicardoVM, thank you for the feedback!
I got to be honest, my love for this design is not necessarily based on efficiency. It's more the looks and all of the options, since it is literally a huge white canvas.
The thing this hull does the worst is probably pure combat. But support ship, miner, hauler, heavy armed planetary lander.. all of that (and more) works quite well.
I wanted to try out heavy autominer, but haven't found the time yet
RicardoVM 11 Feb @ 7:54am 
(2/2)
In the small gaps in the nose I have placed 3+3 light lasers. I can expand that area for 5+5 medium plasmas (7+7 would fit) although it looks very ugly (I'm not a good designer). 10 light turrets, 4 medium and 3 artillery turrets in their current slots (nice), plus a dual plasma on top of the cockpit whose function is to eliminate the small and annoying POI turrets.
I have updated some motors to Plasma Drive and added 2 Ion Drive on the slots behind. I will continue to update when needed.
I have also changed the radar for the 5x5. For reparations I use a small CV that it is docking.

Roll, Pitch and Yatch are quite bad for my taste, but I'll settle for now. With 2xRCS it improves almost nothing.
Added some others utilities and it is class 7 (7.50 exactly), the limint to enter in special HWS zone.

There is still 200k CPU left over for engines and weapons.
Thanks!!!
RicardoVM 11 Feb @ 7:54am 
(1/2)
I got it in multiplayer (HWS EU) with the idea that it would serve as "All In One". For this I have made several modifications.

The most important and laborious is to reinforce the hull, so weak. Xeno and combat steel especially the front part, since the engine is very unprotected.
I have included a multi tool turret in the nose and changed a 320k container for mining (the pentaxid, which is always missing).
I added the full shield and 4 large turbines go in the hangar, two on each side, near the ramp, so that the consumption is negative when I disconnect.
I have taken it to core 17, for which I have left 2 rooms in the CPU part of the 4 that I had allocated for them. In the two closest to the hangar ramp, near the turbines, I have placed two small reactors. With a reactor + 1 generator, there were moments of overload.