Space Engineers

Space Engineers

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Elissa Class Cruiser
   
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Type: Blueprint
File Size
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1.543 MB
22 Dec, 2014 @ 10:36pm
28 Dec, 2014 @ 10:35pm
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Elissa Class Cruiser

In 1 collection by ж terzaerian ✌
Fallen Empire
13 items
Description
To see the mods used by the Elissa, go to this guide.

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While New Constantinople controlled the lion's share of territories and ships inherited from the Aelannian Empire, Barinzis was and remained the core of heavy industry within Aelann. The logistical heart of the empire, shipping and construction were her two largest industries, and dogged defense of the home territories during the wars of the Dissolution helped preserve them.

Built under a veil of secrecy, known only to foreign intelligence agencies as either PLATFORM or PROJECT 3800, the Elissa shocked Barinzis's neighbors when it appeared. At three-hundred meters in length and fifty-million kilograms in mass, it was the single largest ship built in Aelann since the Dissolution, and the use of the Aelannian naval jack as the forward and aft flash was a clear signal of Barinzis's intent to challenge New Constantinople's claim over the imperial mantle.

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The Elissa is the largest, most complex, and most intricately detailed ship I've done to date. I feel it stands apart from other survival-ready battleships on the workshop not because it's necessarily better looking, or built to cutthroat PVP standards, but because it is very organized and detailed. Opening the console reveals an organizational scheme for the ship's systems based on computer file systems, with major functional divisions drilling down to specific parts, which serves the dual purpose of organizing the ship's components, as well as enhancing searches (i.e., one can narrow searches vertically to all the parts within, say, a particular turret, or horizontally, to a specific kind of part across all the turrets).

The ship's physical layout is also very well organized, around the four turrets. Each turret is numbered, forward to aft, as 1 through 4. Each turret has a stairwell that leads into the ship tied to it, which is clearly signed with the turret number, which helps orient the crew, making it immediately evident how far forward or aft they are depending on which stairwell they are near, and also helps indicate whether they are on the starboard or port side.

The ship contains a wide array of facilities. Current accommodations support a crew of around sixteen players, and include a galley, mess hall, medical bay, infirmary, hospital, recreation center, gym, officers' quarters, wardroom, briefing room, and chapel. Ship facilities include a hydroponics bay, armory, brig, and maintenance workroom. Ship systems include an operations center, forward and aft engineering, cargo bay, automatic escape pods, two landing pads, docking ports, navigation lights, and bridge, and they are fully networked with the conveyor system, as are the main guns, which means the ship can continue to make and supply ammunition to the main guns while firing,

The primary armament are twelve 10 inch guns, arranged in batteries of three across the four main turrets. The batteries are designed to be remotely controlled from the operations center, though they could be operated from any piloting console on the ship. The turrets could also be reconfigured to use other weapons, including missile launchers, or the large ship railgun. Secondary armaments include twelve gatling turrets, four autocannon turrets, and four missile turrets.

For power, the ship has twenty-eight large reactors and forty-four small reactors for a combined output of 3.4 gigawatts. This power plant drives ten opposed Titan engines used for acceleration and braking. The ship also has a bank of one-hundred batteries, though this should be used as emergency power only as it is woefully inadequate for powering the engines.


While some might call the ship unfinished, as it has about twelve unfinished rooms, and a number of unused timers, I like to think of it as just having room for expansion. These spare rooms and systems allow for optimization, and help future-proof the ship against the addition of new blocks or mods.

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Be advised that the heavy turrets, attached to the hull with rotors, tend to make handling a bit awkward - the ship tends to pitch and roll if executing a turn while accelerating, and typically it seems to work best to execute turns while stopped.

Using the main turrets is also an involved process. After remoting into the turrets, one must first release the gun and turret locks which secure the turret during transit. Once these locks are released, the turret can be aimed much like any other. Firing the guns does not work the same as normal turrets, however. Each turret is designed to stagger the fire of each cannon, similar to a real battleship. This is accomplished by activating the second timer on the action bar and holding down the trigger; each gun will activate momentarily in sequence.

At this time I cannot guarantee that the ship will work in multiplayer - glitches have been observed with the turrets getting stuck out of place when the ship moves in multiplayer, occasionally damaging the turret. Hopefully future optimization of the core game improves this.