Space Engineers

Space Engineers

T.N.F. Strike Carrier Class 'Tyrant' Mk.II
60 Comments
DonK 21 Dec, 2024 @ 10:42am 
Can this carrier fit any other type of assault fighters ?
Keenatron 26 Dec, 2023 @ 5:00pm 
I have the same issue when building this ship legitimate in survival and wanted to ask before I try to search and type out ALL the functions of the timer blocks and button panels. Is there already a guide to set everything up correctly? I've searched online for a while and couldn't find anything related. Could the author post a comprehensive guide to set everything up as a changelog or an addon note? Asking for a friend.
ian 5 Nov, 2023 @ 5:03am 
How do I use this in game I need help
TheDarksIde2012 10 Jun, 2023 @ 1:11am 
Good looking ship. Terrible design. Will not break the atmosphere in the slightest. Soon as I got into space after upgrading the thrusters to tier 3 on the bottom scrapped it.
omni 2 Jun, 2022 @ 9:22am 
I have used your command Carrier and have a idea on how to make doors a little less annoying then useing a auto door script there is a hull breach sealer that works by vents and doors it keeps doors open until a vent can no longer fill a room with O2 don't think it works with airlocks tho and by works by vents and doors I mean you name all vents and doors connected to a compartment what that compartment is ex. Air vent [CIC] door [CIC] [Bridge] it works very well and I replace most auto door scripts with it in ships and even add on programmable blocks to add it
rottielover 3 Mar, 2022 @ 10:26am 
Still the best carrier created for Space Engineers, and you updated it!!! amazing.
Malmhrid  [author] 15 Jan, 2021 @ 4:21am 
Thank you, glad you like it!
Korin 13 Jan, 2021 @ 1:41pm 
Bro, .... This ship is amazing... sooo much work.
♠ Zahltag ♠ 1 Jul, 2020 @ 8:14am 
Really nice to see that you keep updating your ships :D
Malmhrid  [author] 31 May, 2020 @ 1:06am 
Hi, no this ship has no mods of any kind. It has a robust enough power grid to support a shield mod, though.
Power 30 May, 2020 @ 6:34pm 
does this have an energy shield on it?
Malmhrid  [author] 1 May, 2020 @ 10:48am 
Great that you got it working! An alternative is to let the timer blocks control everything, then you're not so reliant on the airlocks working or not.
Eagle21 27 Apr, 2020 @ 4:47am 
i got it working only air vents bug sometimes and the server has to be restarted to fix it
Eagle21 25 Apr, 2020 @ 3:05pm 
sorry i dont really know how to put the settings in hahaha
Malmhrid  [author] 24 Apr, 2020 @ 12:45pm 
Hi, sure! It is an irritating problem with the game that toolbars and block actions are wiped when you're building from a blueprint in survival. The easiest (although not exactly easy) way of fixing it is to paste the ship in creative and look at the individual timer blocks, and then recreate the settings in the survival versions.
Eagle21 19 Apr, 2020 @ 4:45am 
hey, we build this ship in survival with blueprint. only problem is all the timer blocks are not configured and all anymore so we were wondering if we could get some help fixing it since we dont know lot about this haha
Malmhrid  [author] 12 Apr, 2020 @ 12:17am 
Hi, you will find the on/off-toggles of all the thruster types on toolbar 2 in the navigator's seat on the bridge.
SugarFreeFanta 10 Apr, 2020 @ 9:50pm 
wHERE DO i turn on the hydrogen thrusters??
Quickai 24 Nov, 2019 @ 5:17am 
Grinding down all the timer blocks and rebuilding them from the repair projector, didn't help at all, This is pretty weird since all other blocks were already present and the projector was only saying that it needed to build Timer blocks.
Perhaps, if it's possible, you should consider having a master programmable block, that programs all the timer blocks, button panels, seats etc. That way you can repopulate all the correct settings to the entire ship if you need to and not being presented with 50 timer blocks where 75% of the actions in it are lost.
Malmhrid  [author] 24 Nov, 2019 @ 4:48am 
I'm actually not sure in what order blocks have to be built to still keep their correct toolbar settings, though I'd guess that building the timers/seats/sensors last could work. Or at least making sure that the tasked blocks are placed, though not necessarily completely built.
Quickai 24 Nov, 2019 @ 1:28am 
Building this in survival seems to screw up all the buttons and "tasks" in the timer blocks. It's missing a lot of the task in the timer blocks and also on some button panels, so buttons don't really work that well. Is there a fix for this. I mean, going through every button panel, looking at which timer block is uses and then manually correcting it, seems to be a big job. First I would have to spawn it in creative and write down task on every timer block and then correct it in survival.
I had the same problem with one of your smaller vessel. So I kinda wondering if there's a specific order you would have to build this ship. Eg. all timer blocks and button panels last ?
Niebieski 24 Oct, 2019 @ 7:26am 
Ok, will try today... i think that extra ship will be not created in multiplayer but will see.
Malmhrid  [author] 24 Oct, 2019 @ 6:53am 
Hmm, it shouldn't have any problems, that I know of. It also has no subgrids except the attached fighters and dropships, and should therefore be as stable as the game allows.
Niebieski 24 Oct, 2019 @ 6:27am 
How this work in Multiplayer?? Got info about some grid and don't wanna start if somthing will go wrong... in survival i just spam this ship.
Malmhrid  [author] 23 Oct, 2019 @ 3:26am 
I have concentrated the information screens, weapons and controls to the navigator's seat, so you are able to operate it alone. The ship has room for six smaller craft, which would ideally have one pilot each. Any additional players would support the navigator, I guess.
Niebieski 19 Oct, 2019 @ 10:41am 
how many ppl you need to operate this ship?
rottielover 22 Jun, 2019 @ 3:08pm 
Hey Malmhrid, I figured it out. Turns out the conveyor system is laid out such that all the hydrogen ends up flowing through the middle tubes that run back to the central large rear hydrogen thruster. Honestly, I feel like I'm going to look into a slight modification so that I can connect the tanks to the rest of the system at more than one point. I'm afraid in a PVP situation if someone learns about this they will know to target that one engine to be able to take out the hydrogen engines of the whole ship.
Malmhrid  [author] 22 Jun, 2019 @ 9:09am 
Happy to help, I'll have a look at it! Quick question though, are you sure that the generators are switched on? They are switched off by default in the blueprint.
rottielover 22 Jun, 2019 @ 8:38am 
I'm currently building one on a survival server. It's been an extremely fun project. I have her mostly done (big grid welding ship). I can't get the Hydrogen tanks to fill though... I loaded her up in a creative save so that I can strip away and figure out the conveyor system, but I have to admit, I think I'm missing something... Can you kind of give an overview of how the conveyor system is laid out? Specifically how the 8 hydro tanks make the connection forward of the engineering spaces?
Malmhrid  [author] 8 Jun, 2019 @ 1:42pm 
Hi! Thank you, the last thing I altered was to remove blueprints from the projectors. They more than doubled this blueprints file size and block count. By the way, I consistently use the change logs, so you can read about the changes there!
MrEdd 8 Jun, 2019 @ 12:28pm 
Hi there. This looks fantastic! I see you updated it a few days ago, may I ask what you did to it?
Illegal Poptart 29 Mar, 2019 @ 11:24pm 
I piloted this alone. I used DefenseShields and some modded weapon refitting to kill everything deader. I also loaded it up with ghost dropships and boarded ships and destroyed them from the inside out. 10.1/10 would kill things deader again
braciszek 23 Feb, 2018 @ 11:38pm 
TFW you subscribed to someone's ships, and forgot to play around with them because your BP list is a mess and you don't currently have the rig to be able to appreciate the ships properly.
Malmhrid  [author] 11 Nov, 2017 @ 1:27am 
@WhiteSnake: Thank you very much, glad you liked it!
Almost-alive 1 Nov, 2017 @ 12:10pm 
Best ship I found on the whole workshop... very nice!
FURRYHUSKY1000 3 Oct, 2017 @ 3:41am 
@Malmhrid, Apparently the 1,578k Ice I have transfered from the base to the ship has made the entire ship very heavy and that's why I can't get past 5000m. Oops.
{BS}Dread 2 Oct, 2017 @ 7:33pm 
This Is the only ship that wont copy and paste for me for some reason :( Its not the size and no mods so i know its not that either. It will show it but when i click to finnalize the paste it wont go, plz halp
Malmhrid  [author] 2 Oct, 2017 @ 12:22am 
@FURRYHUSKY1000: Hi! These are the numbers I see when launching from the Alien Planet; at 5800m (1.10G) I begin losing speed, and at 12000m (0.60G) I begin to accelerate again. I am at 45m/s at that point. At 21000m (0.30 G) I can turn off the hydrogen thrusters, as the ion thrusters are enough, and have then used around 40% of my hydrogen tanks. In what part of the launch are you having problems?

@KrustenHix: Those ships are old, game-breakingly large, and I'm not even sure where the blueprints are anymore I'm afraid. They also used a ton of mods that are now several years old, so they would need a serious, time-consuming overhaul before I'd publish them anyways. I'd rather use that time building new ships.
KrustenHix 1 Oct, 2017 @ 10:30am 
Hi can you please publish the blueprint´s from the Destroyer Ares Reborn and the Battlecruiser Bellerophon?
FURRYHUSKY1000 1 Oct, 2017 @ 3:19am 
I'm not sure what's wrong, but I'm unable to escape planet atmosphere.
All Thrusters are Enabled.
CreeperInBlack 24 Sep, 2017 @ 1:30pm 
I love the idea of creating a fictional faction and building ships for it. I too want to do this when I have refined my building skills.
John Shepard 23 Sep, 2017 @ 12:51am 
:) anytime
Malmhrid  [author] 23 Sep, 2017 @ 12:32am 
To sum everything up: I am glad I've made a ship that people like and find useful! That makes it worth it to publish my builds. Thank you for the compliments :)
Føx 22 Sep, 2017 @ 10:56pm 
Just got to this thread and I see Ethan making a fool of himself.
John Shepard 22 Sep, 2017 @ 2:22pm 
incase you didnt notice: I said "Nice ship"
this is not my own demands, this is real.

and @Fyrebird721 no, only 1-2 bridge officers at 1 time on the bridge, the departments are ordered around by higher ranking crewman. ALSSO these people from star trek are not officers.
Spock is, which is why in the second film he goes with kirk to see R-ADMIRAL Pike.

@Malmhrid dont worry man, this is still a good ship, already using it to survive. But just on my note, don't you think 12 officers on 1 ship, (or to put it in an old Idiom, Too many chefs spoil a broth) is a litttttllleeee too many?
AryxCami 22 Sep, 2017 @ 1:19pm 
Reminds me of the Zarek Gladiator from Fractured Space. I love it!
[ARMCO] Fyrebird721 22 Sep, 2017 @ 5:31am 
let's see... 3 Officers each for:
Engineering (more often than not IN Engineering)
Tactical (Security would be under this)
Communications (if only there was a LT. Uhura (someone correct this if wrong, PLEASE) playerskin)
Navigation (Chekov is unbeatable at helm :P)
JamesWob 22 Sep, 2017 @ 5:12am 
Gotta love it when people try project there own demands into someone elses fantastic masterpiece. Specs are fine Malmhrid, seriously great job :steamhappy:
Uriel Simmons a.k.a. Lanski 22 Sep, 2017 @ 4:47am 
Its his Ship Ethan ... if not specified before the build - the engineer defines the min and max of any human resources needed to run HIS ship. :P
Malmhrid  [author] 22 Sep, 2017 @ 2:53am 
Not in this ship. If you want any further elaborations on my choices you can PM me on the forums or something.