Space Engineers

Space Engineers

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Nolphoxx Exploration Cruiser + Cargo Module
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
2.864 MB
12 Aug, 2016 @ 8:58am
1 Change Note ( view )

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Nolphoxx Exploration Cruiser + Cargo Module

In 1 collection by midgard00
Elecor Design Inc.
5 items
Description
The Nolphoxx Exploration Cruiser is a ship designed to find and explore new Planets. It consists of two seperable parts. The front part holds the bridge, crew quarters, med bay, engine room, cryo pods and a hangar. It is capable of landing on planets. The rear part is a cargo module, holding large amounts of freight, hydrogen, oxygen and power.
Only one optional mod is used.


Landing Module
The front part of the Nolphoxx can hold a crew of 28. Its hangar can hold 5 small and 3 medium sized small ships for support in exploration or to gather ressources. It is capable of landing/flying on planets without use of hydrogen. To return into space, it has some hydrogen boosters installed.
The fuel capacity is large enough for a safe filght to a planets surface and back. However cargo capacity is small, also production capacity is relatively small with one reffinery, 3 assemblers and 6 oxygen generators. With 8 gatling guns and no heavy armor is is not designed for combat, though it has an energy shield.
The ship can transfer some ressources to a planet in order to build a small base, serve as a mobile base and provide comm links to ground vehicles and space.
Its maneuverability in space is good, on a planet you should desist from many changes of course.


Cargo Module
The rear part of the Nolphoxx offers plenty of space for cargo and fuel as it has 48 hydrogen tanks and 48 large cargo containers. With 443 batteries and 224 solar panels it can also generate and hold large amounts of power. The 20 jump drives insalled in the cargo module allow the Nolphoxx to jump ~1950km (empty).
The cargo module has no weapons but a small energy shield. There are two docks for larger ships.
When arriving at a planet, the cargo module should stay in the orbit. Here it can serve as refueling station for arriving and departing ships, provide a comm link to the planets surface and may be expanded to a space station later.
The solar panels can be rotated by 90°.


Notes:
I designed this ship with a higher focus on aesthetics than on functionality. The blueprint is fueled.

When connecting or disconnecting the merge blocks holding together front and rear part of the ship, the rotors holding the solar panels detach, if they are in safety lock mode. I have set up the timer that splits the ship to deactivate the safety lock for a short time. If you want to reattach the cargo module, you have to manually deactivate the safety lock befor attaching and reactivate it afterwards.
In the latest development version this bug seems to be fixed.

The energy shield mod is not required, the ship will work fine without it. I however like the feeling of my ships not getting damaged by the smallest impact:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=484504816

Skybox used in some of the screenshots:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=607864565

Small ship in hangar:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=703679230

Scripts used:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=403921671
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=376241549

Hope you enjoy this.
52 Comments
[Ø]AtomicWalrus 15 May, 2020 @ 11:00am 
For the LCDs you'll need the newer version of the LCD script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=822950976

And then go to the 2 programmable blocks that control the LCDs (they're hidden by default) and edit their scripts. Go to browse scripts, select the new version of the LCD script, and select "copy to editor." Hit OK to confirm (or you can test compile it first if you want).

Now you have to fix the display commands on the screens. These are also hidden by default, but then when searching for LCD you should find screens with the tag [LCD]. For each of these, copy the contents of the "title" text (standard keyboard shortcuts like ctrl-c, home/end work here) and paste it into the "custom data" window. After this they should be working.
Archer957 8 Dec, 2019 @ 4:03pm 
also i am having a problem with the LCDs. they show the information but will now update? it says the assembler cannot be found and to compile the script. im pretty new to this game so im unsure how to fix that issue
Archer957 8 Dec, 2019 @ 3:53pm 
i love the design of this ship and its excellent for exploration but turning is incredibly slow. took me a few minutes to rotate the ship 180 degrees while stationary unless theres a better way that i dont know about lol
KCK6 25 Apr, 2017 @ 10:03pm 
this ship is awsome i am using it as a mobile base right now
Khanan 14 Jan, 2017 @ 5:30am 
Very large and cool ship!:steamhappy:
midgard00  [author] 25 Aug, 2016 @ 6:46am 
@DarkRubberNeck Thanks again! Actually, that is one of the intentions behind this ship.
DarkRubberNeck 25 Aug, 2016 @ 6:02am 
@midgard00 ah okay. Still it doesn't change that I was very impressed by your ship and think it would make an awesome mobile base for a group of friends playing in survival ^_^
midgard00  [author] 25 Aug, 2016 @ 5:44am 
@DarkRubberNeck Thanks! But I don't think you read the description, did you? That whole cargo part is not ment to be brought to the planet, but left in space. I actually never tried bringing it down to the planet and was quite impressed that it was still able to fly.
If you use the left control seat, the menu bar is filled.
That large room upstairs is indeed a crew quarter. Theres just the same amount of "beds" as cryo pods.
The small control room in the cargo modul is there so you can fly the cargo modul around if it is not connectet to the main ship. For some reason the menu bar there always got reset for me when connecting/disconnecting.
Without the cargo modul the main ship is able to fly in atmosphere without hydrogen use. The hydrogen thrusters are set to maximum thrust to serve as boosters when leaving/arriving on the planet. So you turn them of if you dont need them.
DarkRubberNeck 25 Aug, 2016 @ 5:03am 
@midgard00 Hey I just thought I would let you know that I out of curiosity I tried this ship out and was so completely amazed by it that I made a video on it
https://www.youtube.com/watch?v=9_sXapBcnSE
Rhed 20 Aug, 2016 @ 7:42pm 
Nice looking!