Space Engineers

Space Engineers

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The Avalon Battleship Mk.2 - Gravity Cannon and Manufactorum-equipped warship.
   
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Type: World
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7.256 MB
10 Jun, 2015 @ 2:14am
24 Jun, 2015 @ 9:06am
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The Avalon Battleship Mk.2 - Gravity Cannon and Manufactorum-equipped warship.

In 2 collections by Whaddageek
The Manufactorum - Automated ship manufacturing.
17 items
Capital Ships and Support Craft
25 items
Description
A colossal (and only mildly laggy) Survival-Ready Battleship designed to act as a mobile deep-space baseship. Equipped with two colossal Gravity-Propelled Cannons capable of loading a variety of ammo types, along with numerous cannon emplacements, those pesky cargo ships will never mock you again. A vast hangar bay gives you room for all your favourite support craft, as well as a lower hangar level for maintainence or just even more subcraft.

It's parked a few KM away from the starting Platform, just to keep people's systems from immediately chugging. Just power up the shuttle and fly over. Or FTL jump to it if you like. There is also a fair-sized modlist for this ship, but as it's a World it's not really needed to list them all as the game'll download them anyway for it. Moderately certain all mods used should be DX11 compatible.

Controls


Combat Alert
Triggering the Code Red timer will activate all weapons, close the airtight doors on the windows, and switch the normal lighting for dramatic low-lit red ones. Triggering a Code Green will reverse this.


The Gravity Cannons
The main console in Command controls the Gravity Cannons from Tab 2 (upper Cannon) and Tab 3 (Lower Cannon) respectively. The Twin Welders are... somewhat chuggy on the system in Creative Mode, so if you want to toy around with it in Creative, search Timer, go to the matching "Ready" block for the type of GPC Shell you loaded and hit Trigger Now. Don't worry about the Barrel Covers either, they open and close as part of the assembly and firing sequence.

Buttons 2-5 select ammo for loading and are as follows;

2: Yellow Tab - Solid Armor. It hits and goes thud.

3: Red Tab - Explosive. Warhead in the tip and a Container behind it. Load it up with Explosive Pallets via the menu (they're the only Small Containers you'll find in the cargo menu once it connects itself upon completion), and if you're VERY lucky you'll get an extra big boom when those go off.

4; Black Tab - Decoy. Decoy Blocks stuck in a big-ass bullet. Fire it with something from the other barrel and watch the turrets focus on it while the other one hits.

5; Green Tab - Cargo Pod. Not strictly a weapon, instead a means to fire off cargo over long distances. To use it safely, set the timer to how long you think it'll take to reach it's destination and Start it before firing. When it elapses, it'll fire retros and stop. To use it unsafely, aim it directly at your recipient and fire blindly.


The Dismantler
At the fore end of the Lower Hangar Deck is the Dismantler, made using twin grinders set in the ceiling. Maneuver a ship to be disposed of into the chamber and secure it to the floor via the maglocks before activating the Grinders.


The Manufactorum
At the rear of the Lower Hangar Deck is a small Manufactorum construction cell capable of producing replacement subcraft if/when accidents or combat losses occur. The console to your right (facing from the way you came in via the hangar door in the ceiling) is equipped with controls for the welders, the merge block release, and Tab 2 has a list of the nine projectors, all of which are loaded with blueprints. The merge blocks on the craft are superfluous, just remove them once construction's finished.

All subcraft also contain a projector loaded with a blueprint for self-repair, so if you managed to wreck something badly, just maneuver it under the Manufactorum Welders and turn it on.

1; W.A.S.P. Modular Starfighter. An aerospace gunship designed around a core starfighter with modular wing-mounted weapon attachments allowing it to do anything from long-range FTL flight to picking on small capital ships. The wings are stored as projector blueprints within the core ship, allowing it to equip job-specific weaponry or equipment via welders (Or in the Avalon's case, the Manufactorum Cell). After use of said Pods is complete, they can be jettisoned safely in space or recycled for components in the Avalon's Dismantler.

2; Turtle Shuttle - A short-range Star Trek-style eight-man shuttlecraft. It's battery-powered, so let it charge a little before disconnecting the merge block.

3; Flying Squirrel - A basic ship-to-wherever shuttle/dropship capable of also picking a fight with bigger craft with its reloadable missiles and quad gatling guns. FTL drives in the engine pods give it a decent jump radius of roughly 2-300km depending on how accurate you want it to be.

4; Flying Squirrel Type-C - A Cargo variant capable of ferrying various payloads and drones to mining or salvage jobs with its FTL drives. Also able to carry both BumblePod variants with its cargo magpads.

5; Mining Spike - A semi-automated mining drone designed to be carried by a Type-C Flying Squirrel. Control it via remote to position it against an asteroid, and then activate "Start Automining". It will then proceed to mine through until reaching the far side, where it will automatically stop.

6; BumbleWelder - A basic short-range Welding workpod for repairs.

7; BumbleGrinder - A basic-short-range Grinding workpod for breaking down ships.

8; Sidewinder Recon Craft - A long-range FTL-equipped reconnaissance craft designed to scout for useful ores with the Overclocked Ore Detector in its nose. Or to go find someone/thing you don't like and mark their GPS coordinates for a Gravity Cannon shot.

9; Toolbox Pod - A remote-controlled Cargo Pod designed to sit on-site and act as a small mobile base for construction and mining work. Contains; 4x Refineries, 4x Assemblers, 6x Oxygen Farms 1x Large Cargo Container. The module sockets are also left exposed in order to upgrade the Toolbox as you wish. There is also one docked in the Hangar Deck opposite the Bumblepods for immediate use.


If you'd like to rip out the Gravity Cannon and use it on your own ship, it can be found seperately here as a blueprint.
7 Comments
Whaddageek  [author] 1 Nov, 2015 @ 6:27am 
Tell you what, have a picture for a preview [i.imgur.com]. There's some drastic internal reworking, and the crew no longer get windows. Mainly because they kept getting shot through. It's also packing a limited regeneration ability too to get keysystems back online after a fight (ie; Twin Welders pointed at all the important turrets from the inside)
Zarhan 1 Nov, 2015 @ 6:23am 
Sweet, can't wait to see it.
Whaddageek  [author] 1 Nov, 2015 @ 6:22am 
Been slowly working away at a new version of the Avalon for a fair while now actually. Waiting on Planets to be released before I post it though, just so I can show off that it can manufacture and deploy my Quick-Fab Bunkers and Perimeter Towers on its own from orbit. Also need to check to see if they fixed the bug that was making Artificial Mass blocks occasionally ignore gravity fields from last week.
Zarhan 1 Nov, 2015 @ 6:18am 
Still love this ship, by chance are you planning any updates on it? Or any more awesome captial ships?
Whaddageek  [author] 10 Jun, 2015 @ 7:07pm 
Also the merge block disconnecting problem the original ship kinda had seems to be completely fixed.
Whaddageek  [author] 10 Jun, 2015 @ 7:06pm 
Just take care with the dismantler and turn off the grinders if there are 1x1x1-sized chunks flying about in the chamber. Bad things tend to happen otherwise.
Zarhan 10 Jun, 2015 @ 12:11pm 
Nice! An updated version, can't wait to see it in action.