Space Engineers

Space Engineers

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MAH "Alexander" <Exploration Cruiser>
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
615.151 KB
18 Sep, 2015 @ 6:42am
27 Sep, 2015 @ 4:42am
3 Change Notes ( view )

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MAH "Alexander" <Exploration Cruiser>

In 1 collection by mahtrok
Mahriane Industries
26 items
Description
Vanilla, Survival

Update: 09-19-2015:
- Timer delay for Bridge Entry and Cryo Entry Doors set from 5 sec to 1 sec.
- Ship Exit Doors delay reduced to 3 secs (to still avoid loss of atmospheric pressure)
- Reduced minimum amount for Automated Production Queue on all Assemblers due to the limited Cargo Space
- Added more navigation Signs all over the Ship (and changed the color to Mahriane Ind. default)


Mahriane Industries produly presents: The Alexander.

This Cruiser class Vessel offers anything you would need to explore the Universe.

6 Cryo chambers and 2 Medibays provide an optimal Medical and Cryo Support for up to 6 Crew Members on even long Voyages.
Refineries and Assemblers that offer a nearly complete automatic Management through predefined Sorter Systems and the Automated Production Management Script.

The 2 Main Airlocks on Port and Starboard, as well as all security Doors are completely sensor triggered and timer controlled to ensure a safe In and Out without losing atmosphere.

The 2 Large Nuclear Reactors provide enough Power for all 4 Jumpdrives.
More than 20 Batteries have been installed to buffer Energy in case of a quick supply call.

The Bridge is controlled by 4 Operators, Refinery & Production, Energy Systems, Weapons, Flight Systems & Jumpdrive Operations as well as a central Flight Seat for the Pilot.
All Displays can be adjusted through predefined GUI Operations to get you the information required at a time.
The LCD MultiScreen Manager has been installed as well as MMasters Configurable Automatic LCD Script to provide quick and optimal information when and where you need it.

The Alexander is a civilian ship but it is slightly equipped with a few offensive and defensive Turrets.

Features:

Light armored
Automatic, sensor triggered & timer controlled Airlocks: 2

Jumpdrives: 4

Large Reactors: 2
Batteries: >20
Solar panels: 8

Assemblers: 26
Refineries: 4
Large Cargo Containers: 6

Oxygen Generators: 1
Oxygen Tanks: 3
Cryo Chambers: 6
Medibays: 2

Gatling Turrets: 8
Rocket Launcher Turrets: 4
11 Comments
mahtrok  [author] 25 Oct, 2015 @ 6:15pm 
Just overwrite the existing production management script aboard the Alexander with the new One from the Script Subscription.
mahtrok  [author] 25 Oct, 2015 @ 6:13pm 
Automated Production Management a bugfix has been uploaded to get the program running again. But you have to install it manually into the Alexander. Will update the blueprint ASAP.
mahtrok  [author] 23 Oct, 2015 @ 12:09pm 
Yeah that will definetly happen, but I am still working on my trading Script to get the exploration mod running, so it might take some Time to get them all updated, I apologize.
R4ggz 23 Oct, 2015 @ 7:34am 
Mahtrok, any chance for an upgrade? Mainly the scripts for the ship with the new Hydrogen engines and new doors. Hands down this is a great survival vessel and would love to see it retrofitted as new developements arrive!
mahtrok  [author] 25 Sep, 2015 @ 12:43am 
Thank you :-) but you should ne aware that those assemblers are automatically controlled and if you want to keep the automatic production management Running you do need at least 24 assemblers for this is the amount of vanilla components.
And yes it is definetly inspired by many scifi movies and series as all my ships.

Regards Mahtrok
Scylon 24 Sep, 2015 @ 10:54pm 
Love it. Might MOD it a bit before I build one in survival though. Need less assembly.might fill the space with something else.
Pup Sentinel 24 Sep, 2015 @ 8:46pm 
In the third picture (looking at the back) the design reminds me of something of a mix between BSG and Stargate SG1. But awesome none the less.
mahtrok  [author] 18 Sep, 2015 @ 4:25pm 
In fact the first "Alexander" was a modular design, built from Modules and was therefor a litlle bit larger.
A Command Module with Bridge, Cryo & Medbay, a Production & Refinery Module, a Jumpdrive & Reactor Module, a Main Engines Module and 2 Cargo Modules on Port and Starboard.
This Ship is instead built Block by Block started with the Command Module. This made it a lot smaller by providing the same functionality...a much better deal for survival.
R4ggz 18 Sep, 2015 @ 4:02pm 
Yes, the looks are diminished by adding solar panels by far, however when playing survival... it's all about surviving haha! I looked back at the power consumption of the assemblers and you are correct. They really don't need PE modules. I reverted back to the default build and added the solar panels back.
mahtrok  [author] 18 Sep, 2015 @ 3:31pm 
Thank you! I'm happy you like it.

After a few moments of thinking i agree with your idea of the timer delay. At first i took 2 Secs to avoid decompression in case of exiting, but only the Airlock Door to the outside needs to have this delay. The Inner doors can open nearly directly. I will change this tomorrow on the Blueprint. I did not add more Solar panels to not destroy the outer look, even if i like the idea of "green" energy and most of my ships do use Reactors only as a backup and are driven by Solar/Battery Power.
I did not add Power Efficiency Modules because of the lack of space inside the Ship and through the use of the Automated Production Management Script all Assemblers are required but do not work at the same time so the power consumption shouldn't be that large at all.