Space Engineers

Space Engineers

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N.E.R. Fleet
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
1.343 MB
9 Mar, 2015 @ 2:53pm
1 Change Note ( view )

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N.E.R. Fleet

Description
This is a single blueprint containing all of DoctorDiscord's New Erisian Republic Exploration Fleet, from
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=369476246

All credits to him.

I changed many tiny things. An incomplete list of change would be:
- Reordered all blocks with inventory, so that in the inventory menu they appear nicely ordered.
- Renamed all renameable blocks with a consistent scheme. This way, when everything is docked to everything, you can still tell parts apart.
- Added groups with a consistent naming scheme to all ships. Because otherwise, when ships are docked, every group with same name get merged actions.
- Filled the action bar of every cockpit, remote, flight seat and control station, with consistent actions.
- Renamed beacons and antennas to tell apart identical small ships, and to limit GUI spam.
- Put 2 uranium in every small ship small reactors, 20 in large ship small reactors, and 200 in large ship large reactors.
- Added ammo for x1, x3, and x10 inventories in all guns, turrets, rocket tubes, and even in cargo linked to weapons. They're in such quantity and order that when the game stop loading items because inventory overfill, you're at max or near max, for every inventory size.
- Turned the battery of the tractor so we can see the charge indicator.
- Increased all interior light radius because it was so dark.
- Added a gravity generator to the destroyer.
- Turned the rear right rocket tube of destroyer so that it links with conveyor.
- Removed two blocks around the destroyer flight seat, because otherwise I'd get stuck when exiting the chair.
- Added a connector to the bottom of the refinery ship (so that I could dock it to a station without using the pipes on the deck).
- Added a medbay to the carrier, because carrier ought to be spawn point. Also added a second assembler because I found there was room for one.
- Changed the color of the block near the stair in the carrier, so that it's more obvious there's a downstair deck (I missed it for hours).
- Made a single blueprint with all ships. The carrier bears 8 fighters, 1 tractor, 1 builder. The refinery bears 4 tractors, 2 builders, 1 fighter. Small ships have their "Movement" group (thrusters+gyros) OFF for safe travel. Note that since it's a single blueprint containing many separate ships, you can't remake it by a mere Ctrl B.
- Probably some more that I forgot.

Mostly this make it so that by pasting a single blueprint you've got a ready to use fleet.



The take off sequence for small ships is:
- Walk to it and enter small ship cockpit
- Press V and alt-mouse look to get a better view
- Press 4 to unlock connector
- Press 5 to unlock landing gear
- Press 9 to switch on thrusters and gyros
- Move with enough force to overcome connector magnet, yet careful enough not to hit carrier or refinery hull
- Switch back to FPS view with V and fly away