Space Engineers

Space Engineers

CoBB - AQL - Aquila Command Battleship
18 Comments
agrimes 24 Mar, 2016 @ 1:06pm 
Yeah, the ship probably does deserve a refit but it will be a lot of work, it's on the order of 30,000 tons. it has a non-symmetrical interior so you'll need to work on the entire ship instead of half of it. I'd probably go modded to upgrade the engines a notch and armor thrusters to improve the contouring of the hull. A theme seems to be the juxtaposition of smoooth and angular shapes, so it will require almost as much care as it took to design it in the first place. It also is lacking any manufacturing capability, all ships require at least a minimal caps for that, not to mention the O2 system and, necessarily hyperdrive mod, the stock jumpies are the suck for a ship of this size.
SotP Hunter 28 Oct, 2014 @ 5:02pm 
Ok, this looks like another ship that needs a refit
Star-X 30 Aug, 2014 @ 9:37pm 
Just a note: the ship still has a few vented windows. They're really easy to replace, but I thought I should mention it.
miku2020 1 Mar, 2014 @ 2:24am 
nice model :) but too many heavy armor weak spot. i mean that when destroy light armor there is lot pieces floating and they are heavy armor -_- bassically it's be made that way it will tear open
Lord Commissar  [author] 28 Feb, 2014 @ 8:47pm 
just a hypothetical area where officers can coordinate the fleet and handle comms between ships. it's just for the lore really...
shock trooper 28 Feb, 2014 @ 5:56pm 
what does it mean by fleet ops?
Berun 26 Feb, 2014 @ 3:06am 
I like how you lay out the internal design of the ship. That is really cool and has made me think a little more about how my own ships are laid out. Great work! Keep it up!
Mehkno 20 Feb, 2014 @ 4:55am 
A shame, I love large scale Capital v Capital, Fighter v Fighter fleet conflicts. But for now, I agree, let time dictate these ships abilities.
Lord Commissar  [author] 19 Feb, 2014 @ 6:47pm 
thanks for the feedback. yeah i love the Kestrel and its dreadnought style role. i think it really creates a nice presence on the battlefield. the weak spots aren't exactly intentional, as they more for the aesthetics than anything else. however, i do like some weaknesses in a way because i think it makes things both more realistic and gives them more personality.

Vanguard, only time will tell if these ships will actually do what i want them to lol, since we don't even have large ship weapons yet. feel free to blow the stuff up any time though, it's not like i don't do that myself lol. i doubt i would ever have enough people to give you a real fleet battle though
Sniffr0st 19 Feb, 2014 @ 3:05pm 
I am absolutely digging your build style. Kestrel is a beast, and I like the point that you actually aren't affraid to add few weak spots to your ships. Big ups for the whole shipyard
Mehkno 19 Feb, 2014 @ 2:57pm 
Phoenix Shipyards, a truly magnificent piece, but can it hold its own in a large scale battle? My interceptor needs a challenge and I would absolutly love to destroy another flagship with it, but so far they are just too easy of targets. This however looks like it could gain the attention of my fleet in which case a Phoenix Shipyard vs UmbraTech war would be lovely.
Muttl3y 16 Feb, 2014 @ 11:53pm 
Ah Dark Lord, your work never fails to impress.
Lord Commissar  [author] 13 Feb, 2014 @ 9:40am 
just added extra engines, the acceleration is now 1.2 instead of 1. not a big difference but i have filled up the wings with engines at this point and it closes the gap a bit between it and some of my other slow ships. unfortunately, you start to play a ratio game with ships like this, every engine i add means more reactors which means more weight which means more engines are necessary.
Lord Commissar  [author] 13 Feb, 2014 @ 8:34am 
thanks for the feedback

using too many Gyros makes it easy to overcompensate and i found that i spend a lot of time fighting the momentum that i have created if i do so. i never noticed the turn speed increasing after a certain number anyway, at least not significantly. therefore i try to find a balance between too few and too many gyros, though i don't claim to have discovered it either.

engines is more of an aesthetic thing than anything else, but in some cases like this ship i ran out of room for reactors (without taking away more armor or making things more cramped) so i left the engines where they were. With ships this heavy speed is no longer a priority, and armor takes over.
OGefr.Porta 13 Feb, 2014 @ 3:32am 
i downloaded your other ships. firstly i congragulate bcs of the designs.

secondly they have a mobility problem. why dont you use more gyros? and engines too.
Lord Commissar  [author] 12 Feb, 2014 @ 10:50pm 
74
OGefr.Porta 12 Feb, 2014 @ 9:33pm 
how many gyros?