Space Engineers

Space Engineers

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October Class Exploration Ship
   
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Type: World
File Size
Posted
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1.561 MB
1 Mar, 2015 @ 12:39am
4 May, 2015 @ 3:49pm
7 Change Notes ( view )

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October Class Exploration Ship

Description
Updated to support oxygen!

The October Class Explorer was designed as the poster-child for military exploration operations. With a significant amount of heavy armor, and an arsenal that would make your mother cry, this ship is well equipped for any dangers that lay ahead!

Statistics:

Weight - 20,863,538 KG
Thrusters - 293
Power - 4 Large Reactors - 400 MW
Gyros - 150

Compartments:

- Command Bridge
- Engineering / FTL
- Hangar
- Medical
- Server Room
- Brig
- Crew's and Captain's Quarters
- Refinery Room
- Assembler Room
- Cargo Storage
- Food Processing Room
- Mess Hall
- Ready Room
- Armory

Weapons:

- Main 50mm Double-Barreled Heavy Cannon (x2)
- Gatling Turret (x12)
- Missile Turret (x9)
- Nose Mounted Rocket Launcher (x2)
- State-Of-The-Art Minotaur Swivel Turret (x2)

MODS LIST:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=401168034

IMPORTANT:

In order to use this ship to its fullest, the first thing you should do is transfer all of it to your personal ownership. I would recommend doing so before you even enter the ship. Just use the control panel on the airlock door or something. (SEE RELATED FIX AT BOTTOM)

Also, this ship stops very slowly! Compensate by starting stopping early, and then ease into your final destination! Use caution! It requires a skilled pilot to handle a ship like this.

Additional Information:

This ship is survival-capable! It is connected with conveyors throughout the entirety of the ship, including the food processing area. I did not include many supplies, but it does have an ample amount of fuel for the reactors.
I built the ship in an empty world, and moved it over to an explorable world with a "normal" level of asteroid density for your convienience. It does not have a sky-box mod currently assigned to it, so please feel free to use your own sky-box.

Let's talk about the hangar...
The hangar has room for 4 small ships to land. I have included 4 ships of my own design, and you are welcome to replace them with your own designs. The hangar is also set up with a sensor that senses friendly ships (hence the reason why you should transfer everything to you). When it senses a friendly ship, the large hangar door on the belly of the ship will open for about 20 seconds allowing you to fly through.

In order to re-enter the hangar, just fly up close to the hangar door on the belly of the ship, and it will begin the process of opening and closing again.

When the hangar door is opening, you will hear an alarm. This is different from the red-alert alarm which I have described below.



The main cannons are controllable from the bridge. There are some consoles set up on the side to control the cannons, respective of which side they're on. The pilot's seat (easily noticable) also has the option set up.
Please note that the cannons are locked into place. Use the programmable block which is assigned to the cannon's hot-bar to unlock the cannon. When you are finished using the cannon, activate the programmable block again, and it will move the cannon back to its default position.

NOTE: This cannon was designed by Major Mayer on the steam workshop. You can find the original file here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=381854016


The FTL Drive has two additional FTL Modules slaved to the main FTL to provide additional power. I'm not sure about the amount of power that the FTL consumes, so please be careful. You will be able to tell which one is the main FTL drive and which ones are slaved to it. Only modify the main FTL drive.
In order to gain direction on how to use the FTL Jump Drive, please refer to the mod's steam workshop page which you can find here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=341822890&searchtext=FTL+warp+drive


There are a few extra programmable blocks (in the form of AI Cores) which you are welcome to upload your own programs to. There are additional unused timer blocks as well if you need them.


If you happen to trip the alarm, just press the button that you used to activate it, and it will de-activate it again. Or keep it on and explore around the ship. Up to you. :)
The alarm will cause some lights inside the ship to flash red. You will also hear the alarm... in addition, all of the turrets on the exterior of the ship will activate.



You will notice an assortment of sensors around the ship. These sensors are for detecting enemy players aboard your ship. They will activate turrets with which they are associated, and kill the enemy player. Once he/she is dead, the turrets will turn off again.



Thank you for flying my ship!


KNOWN ISSUES:

1)
----------------------------
After you transfer ownership settings to you, the programmable blocks will not work until you recompile the code. This I did not know.

Here's the fix: go into the K-menu and search "Program." You'll see a bunch of programmables come up with various names for the operations that they manage. Edit those and click "Remember and Exit" at the bottom for each of them. That will make them work.

Alternatively, you can reload the world and not transfer ownership to you. Instead, search "Sensor" and then check the fields "Neutral" and "Enemy" for the "Main Door Sensor" as well. They are currently unchecked. It will make the ship less secure with the potential for enemies to open the door, but you won't have to recompile the code.
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2)
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After transferring ownership, the ships in the hangar may become disconnected from the connectors. It's simple enough to reconnect them. The ownership of the small ships should transfer to you as well.
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96 Comments
SILVEREAGLE2020 24 Mar, 2023 @ 1:05pm 
requesting permission to take this over and see if I can get it working again. Thank you.
SILVEREAGLE2020 24 Mar, 2023 @ 1:04pm 
Not loading after removing mods that were dead says world corrupted.
SILVEREAGLE2020 24 Mar, 2023 @ 1:03pm 
Friend request sent.
Subjugation 26 Dec, 2015 @ 10:39pm 
thank you so much dude maybe we should play sometime
Abyzmi  [author] 26 Dec, 2015 @ 9:31pm 
Alright, so here's the deal:

If you want to simply look at the ship in your game, you can easily do so by going to the workshop worlds in the main menu, and finding this file (which should be there if you've subscribed to it above). You can spawn a planet into the world that I have set up for this ship (Infinite exploration, medium density asteroids). But be warned, this ship is not set up to handle planetary gravity because it was built before that was a feature. It will fall from the sky.

If you want to import this into your own world, do the following:
Abyzmi  [author] 26 Dec, 2015 @ 9:31pm 
Step 1: You gotta get the mods. There's a mods list in the description above. Get those and put them into your world. It might be a bit of a tedious process, but it's very necessary.

Step 2: Switch your game over to creative mode.

Step 3: Load the workshop file (detailed above), find the ship (It's pretty big, hard to miss), and press Ctrl + C to copy (it might freeze for a moment). Exit out of that world.

Step 4: Load your world, aim at a random place in space, and press Ctrl + V to paste (again, might freeze for a moment while it loads all of the structures, also, beware planetary gravity).

Enjoy!
Subjugation 26 Dec, 2015 @ 8:15pm 
how do i get this onto my space engineers, im kinda new at this whole computer gaming thing i need someone to coach me through this
Arcamean 5 Dec, 2015 @ 8:37pm 
What this ship needs is a "Launcher" craft, basically a large undercarriage with tones of thrusters attached via merge block.
Abyzmi  [author] 29 Nov, 2015 @ 8:05am 
Thanks. :) I really need to do some work on this vessel to make it planet-worthy. The programming could use some work as well.
Sky Larrikin 29 Nov, 2015 @ 1:45am 
This looks remarkably similar in design to the Ragnarov Titan from Sins of a Solar Empire: Rebellion...

In any case, nice work!