Space Engineers

Space Engineers

T.N.F. Destroyer Class 'Agitator' Mk.III
58 Comments
Gearshoot1350 1 Apr, 2023 @ 11:53am 
Update, the screens work fine now. not sure why, might still be worth taking a look at. I was in a creative server that had some lag when it happened.
In other news. Ive noticed that bars 3 and 4 on the weapons officer station are missing their functions. Also, I have no idea when the different commands for SIMPL do. If you could make a short note here indicating what they are, that would be wonderful.

The big change that I'm currently trying to figure out how to make is how to modernize the rocket turrets. Because they can be replaced with artillery cannons and be arguably more effective, but then they don't benefit from the range, as the turret controllers don't reach that far. That last one's up to you.

That's all I've got.

That's not to say the ship is bad. It's still a great ship, and I love the multicrew capacity. That's not something many shipbuilders do in SE, and it's nice to see it.
Malmhrid  [author] 23 Mar, 2023 @ 4:48am 
Hi! I still play when inspiration strikes, though I never quite know when it will happen. I'd gladly take a look at the Agitator, though. Are there any other problems than the missile controls and LCD-screens? Glad you like the ships!
Gearshoot1350 20 Mar, 2023 @ 10:22pm 
Hey Malmhrid. I don't know if you still play SE, but I've found that a lot of the blocks don't work as intended anymore. Missile controllers are bugged, and LCD's behave strangely. I don't have the technical know how to update the ship myself, so I'm hoping you still have enough passion for this to do it.
I discovered your ships recently, and I love the thought put into each one of them. They all make SENSE. They feel real. I love every one. So please revisit this one, when you have time.
omni 14 Nov, 2022 @ 6:29pm 
so upon looking at the turrets i now see that the controller block won't work for them
omni 14 Nov, 2022 @ 6:24pm 
you may want to change the main turrets on the sides to the new turret controller block and maybe put a guide for what all the programmable blocks on the hot bar do as it only says run when looking in the g menu
Malmhrid  [author] 31 May, 2020 @ 2:06am 
I have just upgraded the Agitator to a Mk II version. It now has an updated bridge and new missiles controlled by Whiplash141's WHAM script.

I will update the pictures and description shortly.
Malmhrid  [author] 6 May, 2020 @ 11:20am 
Hi, go to toolbar 2 on the pilot's seat (on the raised platform on the bridge).
Glue Eater 9K 5 May, 2020 @ 6:13pm 
I checked the ship systems and saw there is a jump drive where on the ship do I go to use it
Malmhrid  [author] 26 Dec, 2018 @ 5:25am 
Glad to hear it! Merry Christmas to you as well!
BigMadSmokey 24 Dec, 2018 @ 1:46pm 
I think it was just a strange bug... Now its all good after I placed it in an other wold. Merry Christmas to you!
Malmhrid  [author] 23 Dec, 2018 @ 5:28am 
That's strange, it should have a robust power grid. I am far away from a computer this week, but will take a look at the Agitator around new years eve.
BigMadSmokey 23 Dec, 2018 @ 4:36am 
I have a problem with this one... After I place it in creative mode, the ship cannot work, because theres insufficient power. Power usage is above 100%, and even after I placed a large reactor on the otside of the ship, the power usage was 87%.
SaltyAndSour 27 Oct, 2018 @ 5:43am 
I haven't tried on any other ship yet, only the Agitator
SaltyAndSour 27 Oct, 2018 @ 5:38am 
Yes, I loaded this ship into a new world and I only managed to fire the missiles once. I think the projector isn't properly projecting the blueprints for the welders.

Malmhrid  [author] 27 Oct, 2018 @ 5:35am 
Hi SaltyAndSour, I looked into it just now. I can only understand it as a game bug that stops projectors from projecting their blueprints. I just created a new world to reload the 'Agitator' missile blueprints, but I can't make any smal grid projector work, on any ship.

Does this happen to all ships for you too, or is it only the 'Agitator'?
SaltyAndSour 27 Oct, 2018 @ 3:32am 
The missile projectors aren't working and I can't launch more than 1 volley of missiles. Is there any way to fix it or are you working on it already?
Malmhrid  [author] 6 Oct, 2018 @ 8:35am 
I've had problems with loading blueprints into small grid projectors lately, so I think it is a bug. I'll update the projectors on this ship and update the blueprint.
CATSUP 6 Oct, 2018 @ 12:56am 
I don't know if it's just me being dumb or a change in how Space Engineers copies it's blueprints but for some reason the blueprints for the missiles don't appear, which causes them to not to be able to reload
envy 1 Jul, 2018 @ 2:33am 
Imo this should be rather classified as a battleship, comparing to your other ships.
Malmhrid  [author] 4 Jun, 2018 @ 12:00am 
Oh, I like the idea! I would need to find a script for it though, but I'll absolutely look into it.
Leprechaunlock 28 May, 2018 @ 2:30pm 
Would it be possible for the MK II to have basically programmable GPS guided missiles that could work from space to atmosphere?
Malmhrid  [author] 22 Apr, 2018 @ 6:00am 
Yes, the blueprint is survival ready in the common use of the term; it has materials, uranium and components already on board, and a pasted version has everything it needs in a survival world. Regarding projection building, the ship has several small grids, namely the two missile racks, the three drones, and the dropship. These use either rotors or connectors, and will have to be built separately and connected after.
Onslaught5000 21 Apr, 2018 @ 3:04pm 
Is this ship survival ready, also i see you have small missiles. I guess you are using rotor trick to make it work. So it would be safe to say if i project this ship into a survival world i will no longer have access to the missile system.
Malmhrid  [author] 9 Apr, 2018 @ 1:09am 
If you are referring to the guided missiles, automated turrets etc., I use a lot of scripts. They do wonders in enhancing the utility of a vanilla ship!
♥♥♥♥ ♥♥♥♥♥ SWAG 7 Apr, 2018 @ 9:16pm 
How is this possible in vanilla?
Malmhrid  [author] 24 Jan, 2018 @ 12:44am 
@Nuke: I am glad they work for you, thank you! The gyroscope is something I use on the ships that need to aim at something. By activating the override, the ships slow down or freeze so it's easier to stay on target.
Nuke 23 Jan, 2018 @ 7:39pm 
Man, your ship designs are so damn good. I wish I had the creativity to make my own. I have a couple of questions though. I noticed on the pilot seat controls for the railgun, there is a button to override a gyroscope. When I checked it out, it is assigned to one seemingly random ship gyroscope (# 20 I think). What exactly is this for? I was thinking maybe it was a mistake and should be assigned to the railgun projectile gyro? But if so, why the override control here?
Malmhrid  [author] 17 Jan, 2018 @ 10:34am 
@Drake: Thank you very much!
Drake 15 Jan, 2018 @ 2:45pm 
@Malmhrid : Another smahing design!

The accord with the T.N.F. has been imparitive to the CCf:Concord Confederation for it's military might and success.

Awesome job!
ape ᶫᵒᵛᵉᵧₒ 15 Jan, 2018 @ 12:39pm 
I forgott to activate it, thank you @Malmhrid
Good Job for your work!!
Malmhrid  [author] 14 Jan, 2018 @ 10:28pm 
@[RCL][78th]Blacc: If you are talking about the hangar doors, you will have to find the timer block “open 1” via the antenna, though I can add a button panel to the outside.

@ondragogela: Of course! I’ll publish it together with the turret.

@Shahyan: Thank you very much!

@чøυ | csgocrash is back: Have you double-checked that oxygen and airtightness is turned on in your world?
ape ᶫᵒᵛᵉᵧₒ 14 Jan, 2018 @ 1:03pm 
why it´s saying to me that is something leaking, when all doors are cloesed?
The Roach 14 Jan, 2018 @ 11:01am 
WOW good job
ondragogela 14 Jan, 2018 @ 2:33am 
I realy like the guided missiles capable of atmosperic flight. Can you release module for them? I saw you have blueprint for space ones, but I would like to have the atmosperic once too.
insanegamer69 13 Jan, 2018 @ 10:32am 
how do i open the doors from outside
Malmhrid  [author] 13 Jan, 2018 @ 7:54am 
@[UESC] Kilroy: Thank you, I thoroughly enjoyed the Spear of Twilight! Of course, I can post a blueprint of it sometime tomorrow. The main components are very well described on Whiplash141’s Turret AI Slaving Script page.

@Mantha: I’m glad that you appreciate the work put into this!

@Wooly Covfefe: Oh yes, it is mainly to keep this ancient tradition alive, of course.

@DanteNex: The ship uses no mods, the railgun projectile is five large grid blocks (artificial mass, battery, gyroscope, merge block) being fired by 16 gravity generators, and reloaded with welders and regular components using timer blocks.
DanteNex 13 Jan, 2018 @ 7:25am 
what mod do you use for the railgun?
Masque 13 Jan, 2018 @ 7:00am 
@Aracus

In the 1700s, on transAtlantic warships, they used to bunk the crew and passengers between the guns on each side of the ship. Many times a single woman would book passage to the American colonies. Inevitably, many times, she would become pregnant, for some reason, on the voyage.

Her illigitimate child was called a "son of a gun" for a reason. Nobody knew who daddy was, so it must have been the gun.

True story, and excellent design choice, Malmhrid.
Mantha 12 Jan, 2018 @ 11:21pm 
The detail that's gone into this (including the floor plans and video and fleet picture) is incredible. Awesome work! This is the kind of stuff that inspires me to build my own ships! :D
Kilroy 12 Jan, 2018 @ 7:21pm 
well done

https://m.popkey.co/61642c/WxA4D.gif

by chance would you have for side turrets as there own BP i'd love to take them apart and see how its engineered
Malmhrid  [author] 12 Jan, 2018 @ 12:10am 
@Aracus: Haha, yes, the Fleet cares not for the comfort of beds after battle :p My personal reasoning was that the crew is already at their battle stations during battle, and that the decoys would stop drawing fire when destroyed, but... yes, it is a very correct observation XD

@Sheriffnl: Thank you! The ship is fully pressurized for me, have you double-checked the world's oxygen settings?

@Admiral Sideburns: Glad to hear that you liked it, Admiral!
Aracus 11 Jan, 2018 @ 11:27pm 
Was looking at this and was mostly impressed with a strong and smart design, untill I realised a small cruel detail... The front of the ship houses decoys, directly behind which is the crew quarters and medbay... While crew quarters is mostly pointless practically in SE, in RP terms that is a hilariously cruel design choice! XD
BerryBlueEyes 11 Jan, 2018 @ 5:20pm 
Speechless! what an amazing build!
An awesome multicrew destroyer, with a very well thought out structure!
The staircase says it's leaking... why?
Throbby™ 11 Jan, 2018 @ 6:10am 
This thing is F**king awesome, one of my new favourite ships
Malmhrid  [author] 11 Jan, 2018 @ 3:15am 
@braciszek: It sure has! It is the projector on/off button in toolbar 3. Depending on the skybox, you may have to zoom the camera to see the sights clearly.

@boolean boolVar=Boolean.TRUE: Thank you very much!
Dave 10 Jan, 2018 @ 8:45pm 
Wow. Another amazing addition to the T.N.F. Fleet. Bravo!
braciszek 10 Jan, 2018 @ 3:22pm 
I instantly subscribed and liked the ship just right now, but does the ship not have a sight for the missiles and railguns, achievable with a small ship projector?
Malmhrid  [author] 9 Jan, 2018 @ 8:18am 
@Acheron Parthenopaeus: When in a world, press F10, double-click the blueprint, and then press ctrl+v.

@ondragogela: Thank you very much!

@EthKomet: Thank you, glad you liked it! I'll get started on the logistics vessels soon :)
Blotjarl 8 Jan, 2018 @ 5:55pm 
how do i copy it into my server