Space Engineers

Space Engineers

The Kaikohuru Cruiser SR-2
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Update: 6 Sep, 2015 @ 7:37pm

This is my largest update so far.

Added two more jump drives to increase jump range even futher. This brings it from 554km jump distance to 904km.

Added secret access to the top of the ship through a door located at the back of the reactor room (door needs to be turned on first).

Re-modeled the interiors of the ship IE color, and block placement to help open it up more.

Added "alert lights" throughout the entire ship that will flash red when in battle mode.

Added many more timers

Reduced number if gyros (to improve fps)

Added a button pannel to the lounge area to open the lounge windows and close the lounge windows.

Added two more solar plannels on the underside of the ship.

Added cargo containers in the lounge and bridge areas to give crew access to the ships cargo.

Completely updated the escape pods to launch faster and more reliably

And now for the HUGE change.

I completely remade the torpedo printer. When the game was updated recently torpedos simply bounced off of target ships. This made the torpedo printer obsolete. So I had to completly redesign it to compensate. Now torpedos are build with a collector on the back. As they are built uranium ingots are ejected from a connector in the torpedo bay and enter the torpedo to both power it and increase its mass substantially. These ingots power the torpedos reactor meaning that the torpedo is able to power its sensors as well allowing the torpedo to turn off after a certain distance and prevent deflection via gravity sheilds. I separated the torpedo launch process into two steps now instead of a single push to fire. Now you can press "build torpedo" to build it. It will stay linked to the ship so you can aim it. And then you can press "fire torpedo" to fire it. Note that the ship MUST be stationary when firing or else the torpedo will colide with the walls inside the ship.

Rebuilding the torpedo launcher was a total brain twister. In order to allow for a connector to spit ingots into a collector on the rear it meant that the torpedo's merge block had to be attaching the torpedo on the top rather than the back. This was a problem because after detaching the torpedo would colide with the merge block and welders. So I had to add gravity drives to perform various functions such as driving the ingots forward, locking the torpedo in place (on 4 axis's) and preventing the torpedo from falling backwards. These were essential because now it is impossible to have the ship detach and the weapons gravity activate in one step, or else the torpedo will colide from the ship. It needs time to move away from the welders and merge block so now the torpedo will be in "free fall" for a breif instant before the gravity drive activates to drive it forwards. This is more risky however the pay off is torpedos that do massive damage while many other torpedo systems are now obsolete. Also the torpedo bay is 100% functional in survival mode and enables quickly printed torpedos that can de-activate their mass blocks without using batteries.

However this means that you will need a very large stockpile of uranium before battle as the uranium is used to power the reactors of the torpedos, as well as increase their mass. Currently the connector spits out arround 4,000 ingots at a time meaning that in only 4 torpedos you will have gone through 16k worth of ingots. The connector has to be loaded seperately with the ingots you want to use for battle, the connector can not pull for reactors (and besides I think that would be a bad idea anyways). So you need to have someone in the bay behind the torpedo bay to load uranium into the 3 small cargo containers marked with the initial "T" after their number in their titles.

Update: 19 Aug, 2015 @ 9:40pm

Added a changing room by the airlocks in the hangar.

Update: 16 Aug, 2015 @ 10:19pm

Does anyone even read these?

Anyways....

Fixed a few small reactors that were not correctly attached to conveyors.

Added 6 new small reactors.

Added 2 small "kickstart" reactors which are small reactors which are not hookd up to the ship via conveyors but can be accessed from outside of the ship (through the two rear exit doors in the ship hangar). In the event that you are outside of your ship when it runs out of power you can go to these kickstart reactors and fill them with uranium. This will give you enough power to get the ships conveyors going again (assuming you turned off all non-essential functions). They are sort of like jumper cables for the ship.

Added buttons to the production room.

Added full oxygen tanks, assault rifles, and ammunition to all of the crews personal cargo containers.

Added compatability for a new torpedo design. These new torpedoes use space balls instead of mass blocks. This way they dont require power in order to work and therefore they work in Survival mode. However, because they dont have any power they cant toggle the space balls off. This means that these torpedos (while working in survival) can be deflected by gravity shields.

Update: 16 Aug, 2015 @ 3:42pm

Reconfigured Gravity Shield (sizes adjusted to be more effective)

Added two more Jump drives to bring the total number of jump drives up to three and the max jump distance from 117km to 514km (the ship weighs 14 million kg).

To accomodate the two new jump drives I had to rebuild the escape pods gravity propulsion system.

Update: 15 Aug, 2015 @ 11:27pm

Fixed some coloration issues on the exterior.

Update: 15 Aug, 2015 @ 12:03am

Fixed groups used in antennas/coms and airvents

Added new groups called "doors auto close start" and "doors auto close stop" which are timers that cause the doors on the ship to automatically close after 30 seconds. This group needs to be activated manually and is not activated by default.

Added two timer blocks to accomidate the auto-closing doors.

Added sensors on the exterior of the ship. Currently they dont do anything but in the future they will detect enemy ships and be used to activate various procedures.

Update: 14 Aug, 2015 @ 8:51pm

Updated some text pannels.

Update: 13 Aug, 2015 @ 1:30pm

Fixed oxygen leak

Prevented decoys from sticking to ship

Added more armor to reactor room and added more LCD pannels

Update: 13 Aug, 2015 @ 12:30am

Added an access corridor on the rear of the ship to allow safe access to the rear engines for repair.

Added a decoy production array that makes and drops a "limitless" amount of decoys.

Added more functions to the chairs in the bridge.

Added more gyroscopes.

Update: 13 Aug, 2015 @ 12:17am

Ship restored to the workshop.

Massive reworking of the ship such as remaking the interiors, the implementation of escape pods, more functions, more rooms, a captains quarters, a jump drive, and many more.