Space Engineers

Space Engineers

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Orpington 05 - Carrier (NO MODS)
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
1.289 MB
22 Oct, 2016 @ 11:49am
1 Change Note ( view )

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Orpington 05 - Carrier (NO MODS)

Description
The mothership is here!

It is the prodigy of the Orpington line and it has taken over a year to overhaul and reconstruct this monstrosity from scratch. 100% survival ready, no mods, experimental weapons and tons of new features in this 27.247 block, 47,5 thousand ton ship!


Video by Game horizons, Alid did an amazing job on reviewing the ship and put a lot of time and effort into making that video! Many, many thanks from the both of us! :) Check out his youtube channel for reviews on other ships! https://www.youtube.com/user/tanbe2010


Let's just right into the new stuff!

- Kinetic nuke launcher
- Bullet storm gatling shredder
- Broadside rocket launchers
- Shifting gravity for maximum hangar utility
- Maintenance accesses
- More power and jump drives
- Officer quarters
- Crew quarters
- Ready Room
- New bridge
- More engines
- Hydrogen engines
- Thousands of visual upgrades


NOTE:

- Gravity shifts are right behind hangar airlocks, just walk up the vents (tumbler, see screenshot)

- Be aware that maintenance areas near the hanger are dangerous and subject to shifting gravity, there are walls in place to warn you, but in case of repairs, turn ship gravity off so you don't accidentally kill yourself in survival mode.

- Same goes for the engine room near the gravity engine. When the mass booster is turned on, a red light will blink. Do NOT go near it or it will instantly kill you. But nothing to worry about in creative mode.


Action groups are in the center seat on the bridge and go as follows:


1 - grav engine forward on/off
2 - grav engine reverse on/off
3 - mass booster on/off
4 - ship gravity on/off
5 - bridge shutters open/close
6 - hangar doors_all open/close
7 - interior turrets on/off
8 - gatling turrets on/off
9 - missile turrets on/off

Ctrl+2

1 - bullet storm 5 second fire / start
2 - produce & launch nukes / start
3 - end nuke production / stop

Do NOT press "P" as it will likely detach experimental weapons

PS: You need a beasty PC to run this ship! (Put settings on low if you have issues, turn shadows off completely) In all fairness, this is a roleplaying ship.

For more performance friendly versions, check out the 04 which is half the size, or the 03 which is the minimalistic version. Links below

Orpington 04 Advanced Cruiser (Half the size)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=747968930


Orpington 03 Frigate (Minimal size)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=733034698


Orpington 02 Patroller (Small Ship)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=734192321


Orpington 01 Multiship (WIP)



Orpington Explorer (Interplanetary+atmospheric)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=748005448


DESCRIPTION:

The first Orpington I uploaded a year ago was actually my very first large ship. Together with Enjoycoke we created something huge and laggy that to our surprise got 5 stars and ended up on the front page of the Steam Workshops. We were happily surprised and thought that maybe we aren't so bad at ship building after all.
Back then, when there was no DX11, people also experienced lag and asked for more performance friendly versions. We made those just like we have now so that everyone (who likes these ships) could enjoy them in all sizes and pc specs.

But important to note is that this is a beta. Simply because we were unable to program the LCD screens due to the massive lag this ship creates. As SE gets more optimization updates in the future, we will of course update the ship consistantly, but for now we have to wait.

Same goes for action groups, button panels, naming things and a full inventory list since whenever we press "K" on anything there is a 5 second delay and the whole process is rather painful (especially when it comes to naming gyro's).

It will get done, but in the future.

From our last testing, the experimental weapons work as intended but we were unable to test it against other ships due to the massive lag some of these weapons make when activated. As such, this ship isn't combat tested.


There was a huge thought process behind this ship, lots of arguing and posponing but a lot of you requested that we remake it with all the new stuff Keen has added in over a year so here it is :)

We will add more description in the future.

If for any reason, you wish to check out the old outdated version, here's a link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=536195488
28 Comments
Obiben27 28 Dec, 2021 @ 10:38am 
these builds are great only problem is that all the doors start open
philippino30 28 Oct, 2020 @ 2:07am 
which script i need to have actuall lcd?
Ron 17 Nov, 2019 @ 3:03am 
I have an issue with the hangar collectors. I cannot access any of the ship from any of them. Any ideas?
♠ Zahltag ♠ 5 Oct, 2019 @ 1:41pm 
the only issue: you cant control the big landing gears in the hangar bay
♠ Zahltag ♠ 5 Oct, 2019 @ 10:58am 
Glorious ship!
Foundation 26 Mar, 2019 @ 12:21pm 
i really really love this ship.. but i had to make unlimited cpu to test in creative...

do you think its possible for you to recreate this as lower CPU , maybe removing decorations... for survival purposes?
Prometheus2508 20 Jan, 2019 @ 10:43am 
Sure
Prometheus2508 16 Jan, 2019 @ 5:20pm 
No worries. Looks like there are improved resource managers out there, and I've been looking for an excuse to utilize the new camera block raycasting to develop a functioning radar display.
Prometheus2508 15 Jan, 2019 @ 5:35pm 
Any update on the overhaul? Was poking around the programming used and was considering updating them to clean up bugs from newer game versions.
Recon  [author] 21 Feb, 2017 @ 3:46pm 
Thanks man, glad you like them :)