Space Engineers

Space Engineers

The Kaikohuru Cruiser SR-2
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Update: 25 Oct, 2015 @ 12:36am

One of the largest updates as of recently.

I started by incorperating all the new doors into the ship however i didn't use them everywhere. I still think that the original door serve good specific purposes. The sliding doors are easier to grind down then the regular door so all the external facing doors are still the orginal doors for better security (also that way space spiders cant get in the ship lol).

Then I had to restructure the block groupings in order to make it possible to close all the interior doors (you cant group sliding and regular together). While doing this I added a new function to the ship that closes all the exterior facing doors after 12 seconds.

Then I reduced the number of lights in the ship and also fixed their groupings in responce to Xeno's constructive criticism.

Then I got to work on the escape pods. Connectors+Landing gear is a bad combination and if you lock landing gears, then lock connctors it causes the ship to spin out of control. To combat this bug I had to re-build the escape pod bay. I removed the "revert escape pods" as that caused crashes and replaced it with an emergency stop button that will stop the process of preparing the escape pods for launch (you have 1 minute to trigger the emergency shut off). Launching the escape pods is now a perminent action that can not be undone (unless you are very familiar with the game and know how to avoid connector bugs). I also added a new "escape pod dump" function that will launch all the escape pods at once. This can be triggered from any command chair and allows you to dump the escape pods bringing your jump distance from 120km to 370km. If you want even greater jump distance then you can disconnect the hologram table, escape pods, and holographic sights before a jump using the "dump excess" function. This is irreversible but will bring the maxinum jump distance to over 1200km. I also added flashing lights an alarms to the escape pods to signal when they are being activated.

I re-worked the observation deck and lower ship hanger to have more space for ships and less intrusive parts. This was done in part by reducing the length of the conveyor tube on the ceiling.

I also fixed a bug with the torpedo printer that would cause the torpedo to accidentally disconnect too soon if the "fire torpedo" button was pressed too soon after the "build torpedo" button.

I re-worked the main hallway to include two control pannels (also repainted some stuff) which allow you to turn on an off all the lights within the ship, as well as open and close all the doors. You can also turn on music in the ship from here.

In the crew areas I replaced the catwalk block that was being used to represet a shower, with the new sliding doors. I think they look more like showers.

I reworked the rear access tunnels (in the wings) to grant more access to hidden gyros, reactors, and the jump drives.

Update: 21 Oct, 2015 @ 7:31pm

Fixed a redundant process in one of the timer blocks that was causing problems when launching a torpedo. If a torpedo was "fired" too soon after the build process was completed it would un-merge too soon (before the battery had time to charge).

Now its fixed though... so thats nice... Its quiet here in the change notes. Only me.... alone with my thoughts.

Update: 18 Oct, 2015 @ 12:13pm

Fixed some blocks being an off white when they should be pure white in DX-11

Changed the arrangement of the buttons on some button pannels

Added "irreversible" tags to functions that when triggered, are mostly irreversible

Added a function that closes outside facing doors after 20 seconds

Update: 10 Oct, 2015 @ 9:39pm

Added 2 more jump drives bringing max jump distance (without cargo or escape pods) to over 1200km.

Added extendable bridges for for the front open hangar to aid in docking

Rearranged conveyor configuration for the conveyors in the front of the ship (for the turrets) so that conveyors are hidden. This required slight changes to the torpedo bay.

Added a time block called "Dump Excess timer" which disconnects all escape pods, the hologram table, and the smallship projector block (used for the torpedo sights). this is to be used in an emergency before a jump to gain maximum jump distance.

Update: 6 Oct, 2015 @ 10:44pm

Disregard Previous update.

Fixed the rotor that held the projector for the ships holographic sights (using landing gears) to prevent it from exploding when the ship rolls while pitching at max speed.

Edited the holographic Sights to be more defined.

Update: 6 Oct, 2015 @ 10:44pm

(ignore, this was an accidental update, I didn't change anything. Opps!)

Update: 5 Oct, 2015 @ 9:33pm

Fixed problems with hologram table shaking around (due to rotors) by using landing gears to give it secondary attachment.

Also fixed the lights in the bridge.

Update: 3 Oct, 2015 @ 12:28am

Minor Changes to armoring after discovering that some places were too lightly armored.

Corrected torpedo blueprint

fixed coloration of a few blocks that were the wrong color.

Update: 29 Sep, 2015 @ 9:14pm

Tried to fix corrupted blueprint where escape pods spawn in the wrong place.

Update: 29 Sep, 2015 @ 8:56pm

Improved holo table

Improved sights for torpedo