Space Engineers

Space Engineers

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T.N.F. Orbital Station 'Echo'
   
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Type: Blueprint
File Size
Posted
Updated
47.371 MB
1 Aug, 2015 @ 4:47am
15 Jun, 2020 @ 3:09pm
13 Change Notes ( view )

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T.N.F. Orbital Station 'Echo'

In 1 collection by Malmhrid
The Trans-Neptunian Fleet
36 items
Description
While its main task is to defend smaller high-value objects from limited enemy raids, the Echo Orbital Station is mostly used as a resupply point for warship squadrons. It has a fairly large cargo hold which it can replenish using its drill drone, refinery and assemblers. It also has a utility drone to aid warship repairs, making the locations of Echo-class stations well-used by warship squadrons when returning from combat.

As Echo stations normally do not use manned spacecraft, the crew is small and consists mainly of engineers whose task is to gather resources and use these to conduct warship repairs.

Echo stations are typically placed far away from active combat zones, and are rarely alone, and as such they are lightly armored and carry limited weaponry. In order to have a spacious cargo hold and proper life support, several components are placed on the station's exterior.


General characteristics:
-Crew: 8
-Height: 122,5 m
-Width: 67,5 m

Armament:
-1x Missile Turret
-4x Light Turrets
-5x Gatling Turrets

Features:
-Carries a Ceres Mk.IV Mining Drone and a Welan Mk.III Utility Drone for resource gathering and repairs in space.
-Also carries a Ghost Mk.IV (C) Dropship.
-Jump Drive with a maximum range of 1 400 km.
-Several control room stations with displays showing the ship’s status using MMaster's LCD 2 script and Floor Plan Script by Alysius.
-Solar panels and various production equipment for prolonged independent operations.
-Docking arms compatible with all T.N.F. ships and stations.
-Contains fuel, ammunition and components – tested in survival.


Known issues:
-None at the moment.

Acknowledgements:
-MMaster's LCD 2 script.
-Diagnostics screens using the Floor Plan Script by Alysius.
-The doors and airlocks are operated by Whip's Auto Door and Airlock Script by Whiplash 141.
-The station achieves stable orbit by using the Orbital Autopilot and Map script by Reneners.
14 Comments
MostMischievous. 12 May, 2020 @ 4:56am 
what's the cpu ?
Cromwell 23 Mar, 2018 @ 5:41pm 
hey where's the Grav generator in this? Building this in survival and appear to have lost its location while building with the projector XD
Malmhrid  [author] 24 Dec, 2015 @ 3:58am 
@Kon: How strange, on my end it is fully pressurized and working as intended. Where was the missing block?
Keel 23 Dec, 2015 @ 10:54pm 
i managed to get the tanks to fill by finding a unfinished piece but still says its leaking, and cant find anymore missing parts :(
Malmhrid  [author] 23 Dec, 2015 @ 5:50am 
@Kon: Thanks, I'll take a look at it tonight!
Keel 22 Dec, 2015 @ 8:39pm 
hey i think the oxygen system is broken it says every air vent is leaking and the tanks r not filling up
KitsuneKas 1 Nov, 2015 @ 10:36am 
I was on the forums a little bit ago, and someone actually mentioned it. It's a problem with merge blocks in general, it seems. When the merge blocks actually connect, the ship is moved into position on the grid instantly as soon as the connection is made, and the result is infinite torque. This fits as all of the most dramatic events that have occurred have involved rather extensive rotation in one direction or another. I haven't had a chance to test it, but turning off station voxel support may or may not fix the problem, as most of my experience with successful station docking (or rather, docking in general, since I generally prefer connectors for non-station docking) has been with fixed stations. I've generally gone so far as to convert all of my modular ships into stations before moving and rearranging modules.
Malmhrid  [author] 31 Oct, 2015 @ 1:38am 
I was aware of extensive damage to the touching amor, but not that they've started exploding :P They've always been less than optimal, but a docking sequence of turning off the connector, moving away from the station at full burn and only then releasing the merge blocks have worked for me. I'll see if I can work out the "exploding" problem :)
KitsuneKas 30 Oct, 2015 @ 11:34pm 
Are you aware that your airlock design seems to explode spectacularly when docking any ship? It's quite the show, to be honest.

Aside from that, I love your most recent ships, particularly the Lancehead. It's perfect.
Malmhrid  [author] 14 Sep, 2015 @ 9:55am 
Thank you, I really appreciate it!