Space Engineers

Space Engineers

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Venator-class Star Destroyer (2 Mods + DLC)
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51.186 MB
2 Jan @ 7:50pm
4 Feb @ 5:03am
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Venator-class Star Destroyer (2 Mods + DLC)

Description
Mod.io version is available here.[mod.io]

"General Kenobi, if you can hear us we're through the blockade, the Separatist armada is in retreat. Your reinforcements should be landing in a moment."
(c)


History

First proper wedge-shaped cruiser to see widespread use since the Sith Wars, and the one to ultimately secure Kuat's unquestionable dominance in the field for centuries to come - the Venator-class Star Destroyer.

The true origins of this hybrid battleship-carrier design remain uncertain, but it is safe to say that some of Kuat's pre-war dreadnoughts such as Praetor and Mandator had a significant influence on their future nephew. Proposed and implemented by the extremely talented Walex Blissex, these ships went straight into storage on Kuat's orbital facilities until the times would call for them...

And those times came rather quickly. In 22BBY, Republic had gotten itself involved in a galactic-scale massacre, that would tear the said galaxy apart for 3 full years. Countless Venators participated in every single major battle of the war, with names Negotiator, Vigilance, Resolute, Coruscant Sky and Guarlara forever engraving themselves into the history of naval warfare.

However, nothing's eternal, and Venators had a very bright but equally short mainline career. Towards the end of the war, Republic's High Command was already looking towards upgunning their mainline ships to better counter CIS's heavier cruisers, and so Imperator and Tector classes were conceived. By 18BBY, most of the frontline Imperial Navy already had first generation ISDs paired with V-Wings, while Venators were rapidly pushed into reserve and support roles.

With it's main service life coming to an end, Venators started to surface in the increasingly weird contexts. They were highly regarded among smaller Imperial Moffs, independent Mandalorians, and even pirates got their hands on a couple. Curious was the fact that Rebel Alliance, despite using a plethora of Republic-era designs, never seemed to get their hands on the intact Jedi Cruisers. Possible explanations could include high operating costs, requirement for a large crew, lack of facilities that could repair such a ship and too big of a target to hide from the eyes of Imperial Intelligence. Venators, oddly enough, also served as a backbone for the Restored Empire in 13ABY, even if not for long. And finally, there were rumors of Venators still being used in 137ABY - well into the Legacy Era, and more than one and a half centuries after the war they were built for had ended.

Pros: an absolutely gigantic warship, a true battleship that will make any and every opposition cry in fear.
Cons: do you care about cons when you have THIS?

Tech Data (In-Game)

Capacity:
Too much to list honestly; just look up the Loadouts section somewhere below
Survival Ready:
Pressurized Interior
Fully Connected Conveyor System
No Thruster Damage
9 External Airlocks
4 Docking Arms
50 O2/H2 Generators
257 Large Fuel Tanks
859 Gyroscopes
Atmosphere Rating:
Up to 1.0Gs
Fuel Needed To Escape 40 km 1G Atmosphere:
~20%
Propulsion Type:
Vanilla Large Hydrogen Thrusters (475)
Landing Gear Type:
None
Power Type:
Vanilla Large Reactors (7)
Vanilla Batteries (84)
Armament:
Dual Laser Turrets (22)
Dual Turbolaser Turrets (20)
Triple Turbolaser Turrets (4)
DBY-827 Turrets (8)

Crew

Pilots:
80
Marines:
64
Engineers:
24
Gunners:
16
Officers:
16
Captain:
1
Admiral:
1
Total:
202

Loadouts (In-Game)

-
Early War
Mid-War
Late War
Fighters:
V-19 Torrent (24)
Clone Z-95 (10)
ARC-170 (2)
V-Wing (15)
ARC-170 (6)
Jedi Interceptors:
Delta-7B (6)
Delta-7B (6)
ETA-2 (4)
ETA-2 (8)
Bombers:
BTL-B Y-Wing (8)
BTL-B Y-Wing (4)
-
Gunships:
LAAT-I (7)
LAAT-I (4)
LAAT-I (5)
HAET-221 (2)
Total Craft:
45
30
36
Total Air Crew:
56
42
58

Size (In-Game)

-
Large Grid Blocks
Meters
Length:
255 bl
~637.5 m
Width:
125 bl
~312.5 m
Height:
60 bl
~150 m

Mods Used

Mod Name
Reason For Using
Consequences of Not Using
To give this model large and stable hangar doors (subgrids - bad).
You will loose all hangar doors, but model itself will remain in tact and pressurized.
To equip this model with movie-like armament.
You will loose all weapons (obviously), but you can replace them with anything you want.

Additional Notes
  • Programmable blocks are turned off by default to improve performance. If you still desire to use them - access the terminal and toggle the group "Programmable Blocks" on.
  • I know everyone loves the dual bridges, but this particular Venator is actually controlled from the 3rd bridge, that's closer to the hull. Technically, you can still command ship from the top bridges, but actual control of the ship still has to be done on the 3rd one.
  • Hangars are not pressurized, and were never meant to be - that's why they are separated with airlocks from actual living spaces. If you really, REALLY want pressurized hangars for some reason - you'll have to add air vents and force fields of your choice.
  • Despite my best efforts - yes, this is still a lag machine. You can try to reduce the amount of stuff on the inside using mods, but be careful.
  • And no, I will not make a version with fully opening dorsal hangar doors. It's a gimmick that barely has any use in Space Engineers - especially on the ship, that has 5 (!) hangar openings to begin with.

References
  • Episode III (2005) - outer details, smaller dorsal door seen on the Vigilance
  • Star Wars Chronicles: The Prequels (2005) - measurements and outer geometry
  • Battlefront II (2017) - hangars, reactor rooms, corridors



SPECIAL THANKS



Time is slipping away from Space Engineers, and we all know it.
39 Comments
w 14 Feb @ 2:20pm 
where is cis ships at
Brian Stormborn 10 Feb @ 7:57am 
The RGE thanks you for this spectacular find. We tend to purchase pre imperial ships and then retrofit them to our needs.
StarfleetPups 2 Feb @ 8:40pm 
there is but i still scratching my head on it where it star wars but the power on it is something. plus depending on the conveyoring i might make it work for a survival i am planning on being in
Alec R.  [author] 2 Feb @ 8:32pm 
@Kasper :selike:

@StarfleetPups Personally - never liked Weaponcore and how much it fuсks with balance of the entire game and every other mod. However, if anything else does come out - replacing guns is pretty easy, as this ship was originally designed around vanilla weaponry anyway.
StarfleetPups 2 Feb @ 7:41pm 
too bad no on e remaking the star wars weaponcore weapons again or else i would use the weaponcore version
Kasper 27 Jan @ 7:34pm 
Good work, soldier. o7
blingole 25 Jan @ 11:59am 
welp there goes the ablity to bring peace to the mayhem server
Alec R.  [author] 25 Jan @ 10:05am 
@blingole can't tell you exactly, as I keep updating the grid from time to time, but it's balancing at around ~99K blocks and ~600K physical shapes. It's quite literally on the verge of breaking the game, and just about the biggest functional ship you can have without substantial modding.
blingole 25 Jan @ 6:45am 
how much blocks is it?
Alec R.  [author] 18 Jan @ 11:22am 
@Deadra Rose I mean, it would be very weird to spend more than a year making incompatible ships and then falsely advertising the opposite. TLDR: yes, it is 100% compatible, and was specifically designed around my replicas. At 9/16th scale, Venator is fully capable of carrying 1:1 fighters, gunships and even shuttles. Refer to Loadouts section for the theoretical maximum the ship can carry.

As for my personal comment - up to you to interpret it. I've already made my own conclusions.