Space Engineers

Space Engineers

PFS - CCT - Akula Torpedo Cruiser
92 Comments
Exhale 13 Oct, 2017 @ 5:01am 
Nice looking ship. However it clusterfucks and explodes upon loading
Lord Commissar  [author] 16 Aug, 2017 @ 8:58pm 
burn the heretic!
DMMWolf 16 Aug, 2017 @ 8:57pm 
Glory to him and the Golden Throne!
Lord Commissar  [author] 16 Aug, 2017 @ 8:56pm 
I serve teh emprah
DMMWolf 16 Aug, 2017 @ 8:44pm 
Nice name change btw was suprised to see new posts from this thread. Going 40k on us?
Lord Commissar  [author] 14 Aug, 2017 @ 6:59am 
for a 2 year old ship, this is not surprising. honestly i don't have the time or desire to fix something keen will probably break again. the entire ship is obsolete anyway, given the guidance systems that have been developed since.

as i tell all people who report problems, i don't care if you upload your own fixed or alternate versions, so long as credit is given. but with 140 workshop items, to try and keep them all up to date is pointless.
dagriefaa 14 Aug, 2017 @ 3:40am 
One or both of the missile racks cause the ship to explode on load.
BlackArmor 28 Nov, 2015 @ 1:47pm 
Great look to this thing, well done.
Lord Commissar  [author] 6 Nov, 2015 @ 5:30am 
always
DMMWolf 5 Nov, 2015 @ 11:42pm 
Dark Lord are you running your system with thruster damage on?
Lord Commissar  [author] 5 Nov, 2015 @ 7:42am 
for those mentioning the recent catastrophic errors: I ran the ship through a test today, and everything seems to be working properly again. Of course, today is also patch day, so we can only hope it stays that way...
DMMWolf 22 Oct, 2015 @ 8:58pm 
P.S. Lovely interior though I must say.
DMMWolf 22 Oct, 2015 @ 8:56pm 
Dear Sir,
We at the Chimeran Office of Navel Procurement would like to apologise but we will not be placing an order for this vessel in numbers. While her weapon systems more than meet the reguirements dictated for the role of Artillery Captial Support Vessel, I fear she suffered severe issues relating to her propulsion and manuevering systems. Notably some of the vessels side thrusters have an unfortunate tendency to rip up some of the lighter plating around them, and the vessel suffered an unknown catastrophic failure upon activation of her FTL drive.

Sincerest Apologies,
Col. D.M.M. Wolf, Screaming Creepers SOG, Director C.O.N.P.
Celestite 18 Oct, 2015 @ 7:05am 
its "bigger on inside"
Celestite 18 Oct, 2015 @ 7:05am 
i think the image may be a little misleading because of the fighter design
Doctor_Chuckles 18 Oct, 2015 @ 7:02am 
still, its a cool ship
Doctor_Chuckles 18 Oct, 2015 @ 7:02am 
yeah, so much for patches, pistons worked fine now they rip themselves up. it was funny yo watch the torpedo system kill itself from the window though! judging by the dents and holes they are some strong torpedos. well, ill keep the blueprint with me and one day ill try it again
Lord Commissar  [author] 17 Oct, 2015 @ 9:08pm 
there was extensive testing before the ship was released, and here's a video review of the ship proving that it once worked.

https://youtu.be/QrYMvzYz7EE?t=1664

but like i say, patches....
Lord Commissar  [author] 17 Oct, 2015 @ 9:06pm 
1) either you didn't follow the directions correctly

2) you may be a victim of lag

or 3) SE has updated to a point where pistons are once again murdering themselves. that is the nature of things and something all builders have to accept. a creation that devastates your enemy is just as likely to devastate itself the following week. sadly, this is Alpha...
Doctor_Chuckles 17 Oct, 2015 @ 8:13am 
your torpedo system failed misserably. i sit down and read the directions. as soon ans i extend the luanch system, the whole luanch rack snaps of and flys away. one of the torpedos dent the wall somehow, and one side of the rack starts and blows a hole in the wall. so i try the second torpedo bay, that ends up ripping the bay doors off befor one rack is fired for the first time. happy enough, i went on to reverse the luancher and load more torpedos. unsuprisingly, once the next torpedos load, one starts and wrecks the intire thing and detaches all torpedos from its old rack. as you can geuss, thats the end of the main torpedo system. then, as if it wasn't already bad enough, the ship starts to lurch forward with nobody even sitting or looking at a control panel. the thing crashes my game and npw here i am trying to ask you why such an awesome system murdered itself and the whole game?
Lord Commissar  [author] 6 Oct, 2015 @ 11:51am 
not bad, though i think it would be more practical to simply have retractable screens
Celestite 6 Oct, 2015 @ 10:58am 
Doing good with this one
Celestite 6 Oct, 2015 @ 10:21am 
two level down to get a more clear view of whats ahead and level up to see stats as ammo
Lord Commissar  [author] 6 Oct, 2015 @ 7:36am 
not sure i follow. you would raise or lower a chair on a piston in order to indicate a state for the bridge crew? (like red alert, yellow, so on)
Celestite 5 Oct, 2015 @ 1:16pm 
did you like it?
Celestite 5 Oct, 2015 @ 12:46pm 
a chair on a extendended piston can be used to make to levels of cockipit (status/clear)
Lord Commissar  [author] 5 Oct, 2015 @ 12:25pm 
that entirely depends on you. i like to build outside in, as i find going the reverse tends to lead to very blocky or bulky creations. other people, of course, find the opposite works better for them.

what is your idea?
Celestite 5 Oct, 2015 @ 12:21pm 
may i share a pretty nice Idea?
Celestite 5 Oct, 2015 @ 12:19pm 
but just a thing: is building a exoskeleton(hull) first and then filling it better?
Celestite 5 Oct, 2015 @ 12:17pm 
ok
Lord Commissar  [author] 5 Oct, 2015 @ 12:02pm 
it would probably be most helpful to point you to my guide for ship design: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=283042742&searchtext=aesthetics

it's mainly focused on large ships, but the principles are to me almost identical. the only difference is that small ships offer more opportunity for detail, and in many ways can also be easier due to not needing an interior.
Celestite 3 Oct, 2015 @ 8:34am 
dark can you give me tip for large small ships?
Lord Commissar  [author] 31 Jul, 2015 @ 5:22am 
the most recent update caused the fragmentation missiles to be massive. they are barely usable now, so we will be looking for replacement designs. the missiles in the main bay are still viable, though.
Prototypexmurdr 30 Jul, 2015 @ 9:59pm 
HAHA I finally got it. Now I see what you meant I cant get it to move out of the launcher. any ideas?
Lord Commissar  [author] 30 Jul, 2015 @ 8:40pm 
like i said, there are things you must do before releasing the missile so you don't get kicked out. your original connection exists because the missile is counted as part of the ship. when you hit P, the missile is now a separate unit, and requires a remote connection.

missile battery must be on and recharge must be off
missile antenna must be on and broadcasting
akula antenna must be on and broadcasting
both the ship and antenna must belong to your faction
Prototypexmurdr 30 Jul, 2015 @ 8:19pm 
Are you sure its P to release the missile? I hit it and have the engine activated and all it does is kick me out of the camera and shuts off the controler until I hit P again to get the controler to turn back on
Lord Commissar  [author] 30 Jul, 2015 @ 6:12pm 
for those asking about flying the KFT-II missiles - while looking at new issues from todays patch, i discovered that the batteries are set to recharge, which is why simply turning on the battery via the toolbar will not enable you to control the missile when it separates, as the missile will be off. Take the off recharge, then turn them on, then separate. I apologize for the confusion earlier.

Unfortunately, of course, none of that really matters at this point as the missiles are now very nonviable due to their massive weight. If we find a worthy replacement, i'll update this world.
LostInSmoke 28 Jul, 2015 @ 8:06pm 
EPIC! I say mods for the win ;)
Lord Commissar  [author] 28 Jul, 2015 @ 8:05pm 
1) this is a world, you don't need mods first anyway

2) those mods dont require mods anyway. those are modders promoting their material
Mystra4 28 Jul, 2015 @ 7:51pm 
I almost downloaded this even though it requires 14 different mods.
Then I found out that one of those mods requires 19 other mods.

Let's download the entire workshop for one ship! No thanks.
It does look good though!
Player One 28 Jul, 2015 @ 12:13pm 
incredible cool shipdesign as well as the way you re presenting it :)
Lord Wraith SOL3 27 Jul, 2015 @ 10:19pm 
nice pieace of engineering, very nice, well done
Ahjeti 27 Jul, 2015 @ 8:09pm 
Отличное название для такой мощной машины. "Outstanding name for such a powerful vehicle" I like the detailing and gadgets installed.
BMN_Narrlequin 27 Jul, 2015 @ 7:26pm 
looks awesome - too many moda for my taste tho
AirborneK 27 Jul, 2015 @ 6:04pm 
@Dark Lord hey can you make a new ship please? I want a medium ship thats all about offence and raiding.
Lord Commissar  [author] 27 Jul, 2015 @ 5:11pm 
i think that's going to depend on what you define as OP. to me, if a component takes up the same amount of space and weighs nearly the same, yet outperforms its counterpart, then it is OP. That's creative balance, though, and some think survival component requirements justify that. While I don't personally see it that way, I can understand why others might. But it's a reflection of how i focus much more on the design aspect of the game where others focus on the actual gameplay part.

i'm not going to say more about AZ than i should. like i said it's a good collection, just doesn't suit my preferences for the most part. i'd encourage you to judge for yourself. He's also made quite a few updates from since i first looked at much of his stuff, so things may have become more balanced over time.
Foíβos Apóλλon 27 Jul, 2015 @ 5:04pm 
@Dark Lord
I've never actually used AZ outside of a creative world. Is it really that OP?
Lord Commissar  [author] 27 Jul, 2015 @ 2:14pm 
it reminded me somewhat of a shark, but i felt that name was too generic, so i borrowed from russian. (it's also the alternative name for the typhoon class of submarines)
Drillz007 27 Jul, 2015 @ 2:04pm 
what inspired the name for this ship?