Space Engineers

Space Engineers

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Cutting Principle MK2 -vanilla battlecruiser
   
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Type: Blueprint
File Size
Posted
39.807 MB
13 Jul, 2016 @ 11:21am
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Cutting Principle MK2 -vanilla battlecruiser

In 1 collection by laci4321 (HUN)
My Creations
14 items
Description
Cutting Principle MK2 - vanilla battlecruiser

Born to battle in survival mode! This is shown is 1st video. Massively simplified to create the ship in survival mode. For example: only you need to welding and attach the 1-4 and 5-8 missile frame, and all launching programs will work fine without any configuration! Just trigger the launcher timer block, and enjoy the devastation! :) )

This ship has so many functions that is difficult to enumerate:

  1. 1 person can control the entire ship in battle situation:
    • Automatic large buttom missile turret (Whip's Rotor Turret Control Script)
    • Remotable kinetic missiles (Easy Radar Homing Script)
    • RBSA Cannon fire with 1 press of button (Easy Automation 2.0 script)
      • has kinetic and explosive ammo
      DO NOT FORGET LOCK THE RBSA LANDING GEARS BEFORE FIRST SHOOT!!!!
    • Bridge defense gates
    • Alarm mode On/Off with 1 press of button (EA 2.0 + Alarm script)
      • That is activate all turrets, turret welders, decoy welders, reactor welders
      • Alarm mode turn on automatically when one of non-armor block has damaged
      • Interior defense turrets will also On

  2. Oxygen:
    • Airlock system
    • Auto door closer script (after 5 seconds) (Whip's Auto Door and Airlock Script)
    • Oxygen management system (Off all oxygen generators when all tanks reach 55%, so you can depressurize hangar and ailocks whenever)
    • If red lights is ON in a sector, there is no oxygen in it (EA 2.0 script)
    • Hangar controll system - to save oxygen (EA 2.0 script)

  3. Moving system:
    • 3-axis Gravity Drive, what is WASD-space-c controllable and has gravitational dampening!
    • 9 jumpdrive - 1154 km max. jump range
    • A lot of gyros to turn easily and fast

  4. Cargo management with Taleden's Inventory Manager script.
    • automatically load up the ship with enough component for 80 kinetic missiles, 40 RBSA kinetic ammo and RBSA explosive ammo, when you connect to a supplier
    • have 2 refineries and 2 assemblers so you do not often need to come home for supplies

  5. Real-time information display (Configurable Automatic LCDs script)
    • Speed, acceleration, ship coordinates, energy using level, gravity drive status, dampeners status, alarm mode status and designator turret status (that remote large bottom missile turret) refreshes every 1/8 second, so you can drive the ship easyily without HUD!
    • Inventory status: can you launch 1 missile yet? The displays say you yes!
    • One of the blocks is damaged on your ship? LCDs show the name of the block, and their location in the ship (Floor Plan script)
    • Somebody boarding the ship? The Floor Plan script show you where is the invader!

etc. etc...


I designed a ship, that is dominate the battlefield without mods!, and controllable with only 1 (2) person. This purpose is eventually required a lot of functions. I integrated everything that come to mind, and the results: the simulation speed is half than normal :D
And I do not know why, the pasting this ship is incredibly slow. Really-really-really slow :D It can be about 5-10 minutes!

If you like my work, please rate it :)

Blueprints and helps for survival mode:
  • Kinetic missile 1-2-3-4 frame (Just weld and attach to rotors. Launching programs identifiy every blocks by name)
    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=724013936

  • Kinetic missile 5-6-7-8 frame (-||-)
    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=724013936

  • I want a create a tutorial video to show how making RBSA Cannon and Kinetic Missile aimer. But as long as it is not made out:
    4 RBSA rotors's name must be: "RBSA rotor", 2 landing gears's name must be "RBSA Landing gear". The problem is: you can't put a merge block between 2 landing gears if that landing gears is in another grid. Solve: Let's grind the second rotor's head and place here a Landing gear - rotor head combo new grid.
    The problem with aimer: You need to configure it, aimer's camera must be called "R_CAMERA" and need to replace launching triggerer timer blocks.


Thanks for ideas and scripts:
(the ship is modless! No mods required! Not necessary to download anything, just this blueprint :) )

Entersprite - idea for RBSA Cannon and its light effects:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=696684454

Idea from Crotalus Mk.I Vertical Launch Missile System:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=551139110

Easy Radar Homing script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=688803417
And its Launch Control Script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=691441036

Easy Automation 2.0 script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=694296356&searchtext=

Alarm script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=412005083

Whip's Auto Door and Airlock Script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=416932930

Oxygen Production Control script::
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=489351034

Airlock Control script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=436109051&searchtext=airlock

3-axis Gravity Drive 2.0 script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=709442667

Configurable Automatic LCDs script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?l=hungarian&id=403921671

Taleden's Inventory Manager
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=546825757
7 Comments
laci4321 (HUN)  [author] 7 Jan, 2017 @ 9:39am 
Thank you very much jaxjace!
jaxjace 18 Dec, 2016 @ 10:59pm 
This is an amazing ship man, seriously build a fleet based around this kind of feature packed goodness.
Robokutya 14 Jul, 2016 @ 4:31am 
Ja nem rémlett hogy a scriptek autoban hozzáadódnak a rendszerhez azt hittem hogy azokat is mellékelni kell
laci4321 (HUN)  [author] 14 Jul, 2016 @ 3:17am 
Robokutya, a „vanilla” szó a címben azt jelenti hogy modok nélkül készült a hajó. A világon semmilyen modot nem kell hozzá letölteni :) Minden funkciója így van megoldva, akármilyen világba beillesztheted tuti működni fog minden.
A linkek amiket kigyűjtöttem a végén mind szkriptek linkjei, de azok nem modok. Azokat csak a programozható blokkba rakod és lehet is futtatni. És a tervrajzban (blueprintben) el is mentődik hogy melyik programozható blokkba mi lett beleírva, szóval külön fel sem kell iratkoznia rá senkinek, a beillesztett hajóban ott lesznek már. Csak köszönetképpen írtam ki a linkeket, mert én nem írtam egyet sem, csak felhasználtam őket :)
Robokutya 14 Jul, 2016 @ 12:46am 
Mért nem rendeled rendesen hozzá a modokat automatikusan letöltené a hozzávalókat ha valaki feliratkozik.Csinálj mellé használt modlistát használd a szükséges elemek hozzáadása lehetőséget Többen emiatt is le fogják tölteni a hajót ha könnyen hozzáférnek a használt elemekhez
laci4321 (HUN)  [author] 13 Jul, 2016 @ 4:13pm 
Jó is hogy szóltál, elfelejtetem megjelölni a forrásokat, és megköszönni mindegyiküknek :)
Pótoltam a hiányosságot plusz befejeztem a leírás szépítését is.
Robokutya 13 Jul, 2016 @ 1:16pm 
Szép kis csónak mennyi idő volt kitalálni meg megvalósítani?
Azt tudom hogy a kilövő rendszer meg talán a világítás rendszer az más ötlette volt ha jól emlékszem. De ettőll még szép csónakocska.
Ment is a gyüjteményeim közé:)