Space Engineers

Space Engineers

TC505 Makara-Class Pleasure Cruiseliner [Vanilla]
43 Comments
kennet0508 3 Jul, 2023 @ 5:47pm 
Also by using buildvision you can add more spesific number values than with the ctrl click menu as it seemingly allows for one more decibel point than the K menu
kennet0508 3 Jul, 2023 @ 5:44pm 
Heres something i think youll find very useful:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2965022823

I asked the devs for the exact positions of piston and rotor offsets, its helped me a ton in reducing phantom forces.
Kamu  [author] 3 Jul, 2023 @ 5:39pm 
@kennet0508 Thanks for your suggestion. It is very promising.

SE is so frustrating, isn't it? With its inane Merge Block and Grid rules that don't allow merged locking of a simple hinged wall, or even moreso allowing clang in the first place (poor feedback dampening of physics, floating point weirdness that generates phantom forces out of nothing).

I struggled mightily with clang while building these multi subgrid builds and I thought I had a good grasp on best practices (i.e. make sure none of the subgrids are touching, lock everything down with landing gear, save blueprints in a state with the least buildup, fiddle with inertial tensors, etc.) But with every update, they tweak the physics a wee bit and it throws everything off again.

I will definitely use your technique in newer builds too! Appreciate it.
kennet0508 3 Jul, 2023 @ 1:56pm 
@Kamu the elements that are causing clang you described, (Infinite loop that builds up)
With the new event block, you could probably add some simple logic/timers that disconnects the hinge or rotor thats causing the buildup while its in its merged state. that would likely alleviate the clang buildup.

Example:
Closing:
Event block: Merge block merged -> Trigger Disconnect hinge or rotor causing the massive buildup.

Opening:
Timer block 1: Attach hinge or rotor causing the massive buildup + start timer 2 ->
Timer Block 2: Start opening sequence.
Kamu  [author] 3 Jul, 2023 @ 1:05pm 
@BigErn77 Thank you for troubleshooting that reactor room! It's a big clang magnet because I have broken a lot of sensible building rules... There is a large loop of subgrids that make up the rear hatch and this causes a phantom force feedback that builds up infinite clang while moving the ship around. It's in contact with the little platform and exerts that massive force on it, popping the platform out of the hinge.

One (terrible) solution is to disable the merge blocks holding it shut and "vent" the excessive build up of clang forces, then re-attach them while the ship is at full stop, preferably in deep space.

I've haven't extensively tested hard-landing the ship on solid ground since I designed it to land on its float booster with Jakaria's water mod, so thank you for doing this. I'm taking what I've learned about clang and am working on new designs, and I hope they will be more maneuverable too.
I really appreciate that you checked out my big, clangy baby :steamhappy:
BigErn77 2 Jul, 2023 @ 8:41pm 
I noticed loud crashing sounds from within the ship when I move it around, mainly when I engage the large rear hydrogen thrusters. I went to the back of the ship - to the reactor room - and the platform with the screen and the 5 surrounding buttons is shaking dramatically and making banging sounds. I also noticed that if I Ctrl-X the whole ship, that platform remains, so evidently it had completely detached from the ship at some point during my flying around. (A few other parts also detached and were floating in space after the Ctrl-X.)

Update: I can to some extent keep these hinges from coming apart, simply by not landing on a planet. It seems the stress of the landing causes too much stress for the subgrid linkages?
BigErn77 1 Jul, 2023 @ 6:24pm 
This ship is a masterpiece. I'm in awe.
kennet0508 26 Oct, 2022 @ 12:42pm 
Wow this is awesome reading! I do need to correct you, this was not bothersome, it only helped pique my interrest,and its good to see that something is going on with existing awesome BP's, but at least now you know that every time you reupload it, all 2690 subscribers get a download from the workshop page of a few KB. so a change log is appreciated

what a huge mountain of changes since last i saw i. Im clearly repasting this blueprint next time im on to see the changes, cant wait!

Ps: remember to every now and then paste the cloud version from the workshop to verify that everything works, ive had situations where after the BP is pasted, its different from the one im working on locally in save. (had a crane where the crane lift fused itself to itself and evrything exploded when pasting the workshop file.)
Kamu  [author] 26 Oct, 2022 @ 5:05am 
Hello! Yes, I keep updating status display scripts in the bridge to have more functionality, but I'm an amateur programmer and am nervous about losing my work, so I'm saving to the cloud often. I did not realize it was a bother to people and I'll try to condense them into sparser, weekly updates. Sorry.

I'm also prepping some functions of the ship to be simplified with the upcoming AI grid update blocks. I'm really excited about them!!

I'll be more diligent about the changelog from now on. Here are some of the major changes to this blueprint since last year:

1. Re-engineered the dorsal solar panel array to fan out and collect more energy.
2. Added a small folding shuttlecraft in the starboard bay, and a docking claw that helps it launch in a tight space.
3. Replaced some conveyor junction blocks with reinforced conveyors so the fewer connection points simplify the conveyor calculations.
(cont'd 1/3)
Kamu  [author] 26 Oct, 2022 @ 5:05am 
(cont'd 2/3)
4. Added more downwards hydrogen thrusters on the lower booster to help with lift when the ship is filled with ice/ores.
5. Regrouped the hydrogen tanks and created a visual fuel status display in the bridge.
6. Added a script and Power Graphs displays to automatically manage the reactors and hydrogen engines.
7. Replaced "pretend" LCD-based heat vents with heat vent blocks.
8. Added more small-block furnishings to the upper deck promenade (the large windowed area just before the bridge corridor)
9. Added more ion thrusters for electric-only space maneuvering.
10. Updated the rear engine nacelles with survival kits on the service walkways and subgrid hydrogen tanks that add more detail to the large grid blocks.
11. Added a custom sensor turret on the dorsal starboard surface to feed target data to the Whip's Turret Radar system.
12. Minor improvements to armor shaping as new official slope blocks are added.
(cont'd)
Kamu  [author] 26 Oct, 2022 @ 5:05am 
(cont'd 3/3)
I'm really happy that people are still interested in this hunk of junk! Are there any features you wish it had? I'm very open to your suggestions, or if some function or part of its design could be made more clear or less frustrating.

As always, please feel free to make modifications and make the ship feel lived-in for you too.

(Halloween bonus: There's a spooky easter egg hidden within this ship since when it was first uploaded. Try investigating the pile of junk in the corner of the portside crew break room for some clues!)

Thanks again for being interested in this blueprint, it really means a lot to me.
kennet0508 26 Oct, 2022 @ 2:09am 
is this being worked on and updated almost daily theese days? i keep getting a download from the workshop and its telling me "this" creation is most recently updated, but i cant see any change log or text history about whats changed. Im all for it being updated, but it would be nice to see whats happening and whats changing.


From the workshops update log:
Update: 25 Oct @ 3:42pm
Update: 24 Oct @ 10:56am
Update: 19 Oct @ 1:07pm
Update: 17 Oct @ 5:30pm
Update: 16 Oct @ 6:38pm
Update: 16 Oct @ 5:43am
Update: 15 Oct @ 11:07pm
Update: 14 Oct @ 1:41pm
Update: 11 Oct @ 3:26pm
Tired 17 Aug, 2022 @ 7:16pm 
O.o very very nice I con only imagine the time this took! great work
Kamu  [author] 31 Mar, 2022 @ 12:04am 
Thank you Sravdar, that is a very good design problem catch. I'm trying to figure out how to make room for a nice ladder to let the poor driver back up!

In the meantime, the driver usually respawns back inside the cabin with the passengers if they initially accessed the cockpit from the tiny door on the back, underneath the small reactor. (We must hire very tiny shuttlepod drivers.)
Sravdar 30 Mar, 2022 @ 11:21am 
New shuttle is insanely cool. I love it! But there is a little problem. When you re-dock driver might get trapped under the ship and can't get out.
Dr Fried Parts 26 Apr, 2021 @ 1:19am 
Arguably, the single greatest achievement in the history of vanilla SE. Just absolutely stunning.
VeyOwlet 1 Apr, 2021 @ 2:57pm 
i just spawned it in space and it broke off
VeyOwlet 1 Apr, 2021 @ 12:17pm 
tho the message still says
VeyOwlet 1 Apr, 2021 @ 12:17pm 
OMG YAY
Kamu  [author] 31 Mar, 2021 @ 8:32pm 
@Xev88gaming I was able to fix it just now, I appreciate your comment to encourage me to fix it! Please don't delete it. Thank you.
VeyOwlet 31 Mar, 2021 @ 8:06pm 
if only i could delete that you didnt fix yet :(
VeyOwlet 31 Mar, 2021 @ 8:05pm 
wait you fixed it? :D
Kamu  [author] 31 Mar, 2021 @ 7:18pm 
After the Wasteland update, a physics bug began to appear with Hinges and the ship would shake itself apart. I identified the exact hinge connecting the bridge console monitors to the cockpit hallway that was causing the bug, and replaced it with a rotor.

I will continue testing and learn safer building techniques that won't summon Lord Klang in the future. Please let me know if the physics bug re-appears, or if you have any ideas or requests.

As always, please feel free to modify this blueprint!
VeyOwlet 2 Jan, 2021 @ 6:02pm 
please fix it soon i love this thing i got a new computer as a gift and i come back to it being bugged so please do what you can :(
bookworm408 11 Nov, 2020 @ 7:50am 
with all of the small grids how do yot build it in survival?
bookworm408 11 Nov, 2020 @ 7:47am 
*jaw drops to floor*
Chunghwa Filter King 28 Oct, 2020 @ 7:52am 
Praise Klang.
M4VRICK 25 Oct, 2020 @ 12:30am 
This ship is so amazingly detailed, it can be used as a PC benchmark. I'm usually running SE on Very High 120FPS. With this ship I can't get more than 43FPS lol. Outstanding work there mate.
Errix 24 Oct, 2020 @ 4:38am 
The design is magnificent! I love the details as well as the shapes!
Kamu  [author] 11 Sep, 2020 @ 1:19pm 
Hello everyone, sorry for the poor state of the steering. I have been struggling learning how to modify Programmable Block scripts, and have managed to slightly tweak a very nice Delta Steering script by cheerkin to work with our Pleasure Cruiseliner.

Press Flight Seat Cockpit [2] to turn it on or off.

Use the Flight Seat Cockpit LCD panel in 1st-person view or the the blinking amber corner lights in 3rd-person view to tell if you are in "Yaw Steering Mode", which automatically overrides gyros to help you rotate the ship side-to-side. You don't have to constantly drag the mouse anymore for large turns!

No matter what steering mode you are in, few gyros will keep autoleveling the ship.

Plus, you can drift! Yeehaw!!

Thanks for putting up with the poor steering, and I hope this helps a little with your enjoyment of your cruise.


@Starprime For passengers, Banyuangi Space Tours takes any form and combination of Medical, Travel Reimbursement, and Catastrophic Loss of Life Insurance!
Starprime 9 Sep, 2020 @ 12:39pm 
what space insurance is this ship covered by?
Elachi Dance Party 8 Sep, 2020 @ 2:53pm 
@Kamu This is my PC https://support.hp.com/us-en/document/c05380412 I probably should just build one soon though. Mine struggles with my SE world but I do usually play with lots of mods on, I have a bit of issues on other games also.

I haven't tried Supergridding any of my builds before but from what I've read it may be a good idea to try it :o I've been wanting to rework the interiors of my ships for some time now, I'm really amazed at how well everything is on the interior of your ship, it literally flows so well and looks completely natural. Personally I find doing the interiors and painting to be the most difficult things when building a ship.
Kamu  [author] 8 Sep, 2020 @ 1:48pm 
@Elachi Dance Party
Thank you, I'd like to learn what is acceptable PC strain for future builds. I don wanna make things difficult for other people's PCs, so your feedback is super important 2 me.

I have a GTX 1660S and 16GB RAM
My CPU is AMD Ryzen 5 3600X, and I was completely unable to play Space Engineers until the AMD Ryzen fix a few months ago. I've found that my PC struggles with this ship too from CPU bottlenecking when I have videos and browsers open while playing SE.

I wanna learn how to "Supergrid" so the small grid detail blocks don't have to be rotor subgrids, because I think their physics eats up the most processing power, but I'm still trying to wrap my head around da vanilla supergrid mod.

I'll try to keep everyone else's PC specs in mind in the future and do things like turn the spotlights off by default, or be smarter with lighting. Thanks.
Ruaidhri 8 Sep, 2020 @ 12:02pm 
Damn. That is some lovely work. The detailing, use of skins, different greeble.
Doesn't just look good, it looks believable. Really well done
Elachi Dance Party 8 Sep, 2020 @ 11:40am 
This is amazing especially the interior but what are your pc specs? Mine struggles so much with just this ship and I have a GTX 1070 with 16gb of ram :o
Spicytuna13 8 Sep, 2020 @ 9:49am 
This is the best ship I have seen in the game so far. Great job! :selike:
Purple Haze 8 Sep, 2020 @ 5:40am 
Just WOW!
Outstanding!
AenesidemusOZ 8 Sep, 2020 @ 4:16am 
That is an amazing ship! Fantastic use of hinges and large/small blocks. Just brilliant.
GalacticRodent 7 Sep, 2020 @ 6:19pm 
Your design skills are amazing, this is one of the best interiors Ive seen in a while, I found this through the LSG video.

I like all the different areas and the extra detail using small blocks, It brings a Star Citizen vibe.
DerMakrat 7 Sep, 2020 @ 2:53pm 
There is a realy nice video out from LastStandGamers on your Blueprint. https://www.youtube.com/watch?v=nbeb_hADttY
Kamu  [author] 7 Sep, 2020 @ 12:15pm 
@DerMakrat @Tarzen Thank you so much for checking it out! It means a lot to me.

I'm truly sorry about the slowdown; I think I overdid the lighting. Most of the exterior spotlights are decorative, and I will remove them if it helps with PC strain.
Tarzan 7 Sep, 2020 @ 8:31am 
Honestly probably the best interior I've seen in this game. Amazing work! Slows my PC to a crawl but I guess that's the price to pay for a great build. Keep up the good work!
DerMakrat 6 Sep, 2020 @ 4:16am 
Very Beautiful interior. realy like your design language. must have taken a lot of time.