Space Engineers

Space Engineers

MCRN Donnager Class Dreadnought [Old]
75 Comments
Kittenpants  [author] 28 Aug, 2024 @ 10:52am 
Thank you, but you should definitely take a look at the updated model! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2981002135
Tactical Gamer Guy 26 Aug, 2024 @ 5:30pm 
what a cool ship. Very nice!!
Kittenpants  [author] 28 Mar, 2022 @ 8:22am 
I understand that, but what I've created here is a model to reflect what's in the show, as closely as I could possibly make it given the footage in the show.
Aambrose 28 Mar, 2022 @ 8:20am 
Kittenpants the force recon space dock videos are as cannon as the show just letting you know
LSG123 27 Mar, 2022 @ 2:10pm 
yeah fair enough, and yeah i was thinking about that actually, theyd just fall off under thrust so doesnt really make sense, just one of those inconsistencies ig, im a huge huge fan of this btw, i've recently started on making a morrigan thats as close to the lore as possible, with a torpedo system thats supposed to be as expanse like as possible in terms of targeting and stuff, also making an autoloader cus dont like the idea of just using a welder cus im a snob that likes to overcomplicate things lol :))
Kittenpants  [author] 27 Mar, 2022 @ 9:33am 
LSG123 Ah I know the Spacedock video you're talking about. I think the Donnager page on The Expanse wiki shows a diagram of the same thing. However, ceiling pads are not present in the show. Furthermore, from a physics standpoint, ceiling pads wouldn't make sense. Instead of the mass of the docked ships resting on the solid deck of the hangar, they would be constantly pulling down from the ceiling. Maybe there are some clamps up there that just weren't really visible in the hangar scene, but docking pads up there would be pointless.
LSG123 27 Mar, 2022 @ 9:29am 
yeah those, i said that cus of the space dock videos of the donnager, corvette class frigate and PTB, e.g in the PTB video he says that 2 PTB's can be taken in the place of 1 CCF and shows an image of 2 PTB's face to face, one on the floor one on the ceiling.. idk
Kittenpants  [author] 27 Mar, 2022 @ 8:57am 
LSG123 Are you talking about these? https://imgur.com/47pfQ4T
I've combed through pretty much every frame of footage from the hangar interior and I'm pretty sure there are only six docking pads. Thank you for the comment, though!
LSG123 27 Mar, 2022 @ 8:05am 
fwi theres actually 12 docking things, not 6 (this is beautiful though)
Aambrose 19 Jan, 2022 @ 6:55pm 
may i suggest the mcrn weapons and more mod for the vx-12
Kittenpants  [author] 12 Aug, 2021 @ 3:17am 
There's a fixed designator on the bow of the ship for just that purpose.
Hresvelgr 12 Aug, 2021 @ 2:41am 
That sounds cool. Currently you can control the railguns manually by taking control of the designator but because the designator is on the turret when the turret rotates your aim point rotates with it. It is manageable but its awkward
Kittenpants  [author] 11 Aug, 2021 @ 9:30am 
Hresvelgr - I know there's a way, but I haven't gotten around to implementing it yet. It's definitely something I'd like to do. Right now I'm working on a major update, replacing all of the mod plates with the new vanilla plates, and loading updated LAMP and WHAM scripts into the torpedoes and program blocks. The turret-slaved aiming control on the railguns also needs to be tightened up a bit. I suppose while I'm at it, I'll figure out how to set up manual control for the railguns and designate a couple of chairs in the command center for gunners.
Hresvelgr 11 Aug, 2021 @ 6:03am 
also is there a way for the railguns the be manually aimed and fired? I've tried controlling the fire control designation but it feels awkward
Hresvelgr 11 Aug, 2021 @ 5:59am 
It's working now. Must have made some mistake on my end
Kittenpants  [author] 9 Aug, 2021 @ 7:50am 
Hresvelgr - Also, while the torpedoes themselves do guide themselves using cameras, your LAMP firing mode should be set to "TURRET" because the designator laser is actually a turret, and that's what's painting the targets for torpedoes.
Kittenpants  [author] 9 Aug, 2021 @ 7:32am 
Hresvelgr, just to clarify, did you sit in one of the control seats and 1: unlock the railgun rotors 2: power on the railguns 3: activate the volley fire timer block?
Hresvelgr 9 Aug, 2021 @ 6:54am 
Absolutely awesome ship however I seem to be having some problems with the torpedoes and railguns. Despite my target having been set to Space Pirates, the targeting mode having been set to camera in the lamp programmable block and the designator laser having been pointed at the target and in range both the railguns and torpedoes are not firing.
Kittenpants  [author] 11 Feb, 2021 @ 9:03pm 
If you'd like to see her in action, please check out this short weapons demo video that I put together: https://youtu.be/LO82_37upQw
Kilian 7 Feb, 2021 @ 10:06am 
Great, Thanks for fixing it!
Kittenpants  [author] 7 Feb, 2021 @ 3:31am 
@Crazed Dragon - Oops! I'd changed the configuration of the script that fires missiles and forgot to change it back. I've updated the world file and it should be fixed now, but it's also easy to fix manually. Just go into the custom data of the LAMP Programmable Block and change the preferred guidance mode from "CAMERA" to "TURRET". Your torpedoes should then fire at anything your designators are painting. Thanks for bringing this to my attention.
Kilian 6 Feb, 2021 @ 11:55pm 
So I am having a different problem with the torpedoes. When I try to fire them they just don't fire. The designators are firing at the target but the torpedoes just don't release.
Kittenpants  [author] 25 Jan, 2021 @ 9:00pm 
Thank you very much!
Adeptus_Autisticus 25 Jan, 2021 @ 8:41pm 
This looks amazing!
Kittenpants  [author] 7 Jan, 2021 @ 7:16pm 
Thank you! I just replaced all of the static PDCs with retractable PDCs, which I think look really cool, so be sure to get the updated blueprint if you haven't already!
Mr Whiskers 7 Jan, 2021 @ 1:40pm 
This is fucking amazing, I love the detailwork
Kittenpants  [author] 3 Jan, 2021 @ 9:30am 
Ah okay, yeah, I think the max range on the forward designators is 3.5km because they're small grid. There's a designator on each railgun as well with a max range of 6km. They're all part of the "fire control" group, though, so any one of them with a lock will work for the guided torpedoes.
Kilian 3 Jan, 2021 @ 9:26am 
I found my problem, the designation lasers were not in firing range
Kilian 3 Jan, 2021 @ 9:15am 
Do both of the designation lasers have to have to have a target or does it work with just one of them
Kittenpants  [author] 3 Jan, 2021 @ 9:12am 
Well, as I said, there's a brief delay of about a second or two before you'll see the torpedoes fire. Additionally, they must actually have a target - part of the script relies upon the designator lasers "painting" a hostile target.
Kilian 3 Jan, 2021 @ 8:59am 
to answer your first question I am sitting in the main seat in the bridge and I am pressing button 3. I have checked if in game scrips are on and they are.
Kittenpants  [author] 2 Jan, 2021 @ 6:13am 
You've probably already done this, but make sure that scripts are enabled in your world. Also, the torpedoes won't instantly fire when you initiate the volley fire command (button 3 on most chair consoles); it will wait about 1 second and then release the first two torpedoes, another second for the next pair, and another second for the third.
Kittenpants  [author] 2 Jan, 2021 @ 6:01am 
Crazed Dragon, what button are you using when you try to fire the forward torpedoes? Which chair are you sitting in?
Kilian 1 Jan, 2021 @ 4:37pm 
For some reason the frontal torpedoes wont fire, I looked at the timer and programming blocks and it looks like a programming block issue but I am not good with this area so I could be wrong
Kittenpants  [author] 17 Sep, 2020 @ 1:25pm 
The flight seat is not a DLC block, so there's no reason you shouldn't be able to use it. Have you tried cutting and re-loading the ship?
Kazuma 17 Sep, 2020 @ 9:01am 
whenever i press F on the flight seats it does not work
Kittenpants  [author] 17 Sep, 2020 @ 8:45am 
I don't understand what you mean.
Kazuma 17 Sep, 2020 @ 8:21am 
i cant use the flight sit... help
Kittenpants  [author] 17 Sep, 2020 @ 7:40am 
No, you don't really need them. As I understand it, you can still load the ship even if it contains DLC blocks/textures. You just won't be able to build further with those blocks.
Kazuma 17 Sep, 2020 @ 5:19am 
do we really need the dlc's?
Chaos Uncensored 17 Aug, 2020 @ 11:30pm 
Also.. the donnager railgun ATF_Coldblooded Carebear mentioned below is absolutely amazing with weapon core, it rips some of the pirate ship in survival in half with a single round, which is good seeing as it takes a long while to reload.
Kittenpants  [author] 17 Aug, 2020 @ 7:27pm 
@Hansen No problem, I hope you'll check it out.
Cole1138 17 Aug, 2020 @ 7:23pm 
@Kittenpants

That's my bad. I'm an idiot. I didn't read the description...
Kittenpants  [author] 17 Aug, 2020 @ 5:02pm 
Night Raider - I am working to de-clutter the mod list, but I don't plan to make a strictly vanilla version. The lack of options for vanilla armor blocks would just require too many compromises in the geometry of the model for what I'm interested in doing.
Kittenpants  [author] 17 Aug, 2020 @ 4:37pm 
Coldblooded Carebear Yeah I've seen that one. Unfortunately, it's about 1/5th the size of what I need for 1:1 scale, and I just don't think it looks as accurate to the actual Foehammer as featured in the show.
ATF_Coldblooded Carebear || 17 Aug, 2020 @ 4:20pm 
quick side note did you see or heard that heavy Rail gun that belong to the Donnager made his way into the workshop ?
if not it's right here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1824058403 hope that help you
Night Raider 17 Aug, 2020 @ 4:07pm 
if you can,can you make it vanilla version or something as close as you can
Kittenpants  [author] 17 Aug, 2020 @ 2:57am 
If you could please post a link, I'd like to check them out, especially if they consolidate or improve upon what I'm currently using.
Chaos Uncensored 17 Aug, 2020 @ 2:52am 
Sorry i meant the mods that add similar blocks like Armor compendium instead of AQD Armor Expansion, and a conveyor mod that is a bit more comprehensive don't remember the name atm