Space Engineers

Space Engineers

Orinocco SC-1 (No Mods)
42 Comments
Paul Drive 26 Oct, 2016 @ 1:02am 
Cool designs mate you've got a new follower :D
taro 31 Jan, 2016 @ 6:42am 
https://www.youtube.com/watch?v=PKdZitJNLeQ for a project if you need any ideas
Crazy Wes 5 Jan, 2016 @ 12:28am 
Love the ship definitely in my top 5
Taranava  [author] 20 Dec, 2015 @ 9:05pm 
@Mr. Bibbles, That is impressive. I'm looking forward to giving it a shakedown cruise. :)
Mr. Bibbles 12 Dec, 2015 @ 11:07am 
I hope you like it Taranava:

Garion Special Operations "Anubis" EC MK-1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=573772127&searchtext=G.S.O.+Anubis
Jones 27 4 Dec, 2015 @ 5:30am 
thanks alot and yes it does look like star citizen
Adolf Dripler 2 Dec, 2015 @ 7:32am 
Constellation from Star Citizen anyone?
Taranava  [author] 29 Oct, 2015 @ 9:48pm 
On the underside of the ship, the Orinocco has a large grid projector buried in it's keel meant to be used for supporting an industrial role like building work platforms for mining, etc.

I did design the ship with no weaponry, but one of the reasons for an external conveyor network is to allow for the easy modification of the ship to support weapons. Well, that and the amount of space I save by not making them internal. ;)

If you decide you want to so how fast this ship can accelerate, try this: Turn on the gravity drive, and give her full forward thrust. She is pretty darn quick when she needs to be. I did limit the number of gyros to a reasonable amount on purpose, mainly because I think a ship of that size should feel like a ship of that size whilst turning.

Now lastly, and this is an undocumented feature not of the ship but of its designer. Yes I'm female and I am looking forward to designing a ship worthy of one of your future reviews. :)

Phew, I am done talking. Really.
Taranava  [author] 29 Oct, 2015 @ 9:47pm 
Now for some undocumented features of the ship for you to explore. Ill give you a written tour of sorts. :)

The drive nacelles each have access doors for maintenance of some of the systems in them. They each have a backup reactor, the gravity drive assemblies and a gyro.

If you go back to the bridge, each station is meant for a specific job function on the ship (i.e. pilot/copilot, command, etc.) so the ship is meant to be effective with a crew of six (one for each cryo pod and station). Under the yellow plank is an emergency access hatch for the bridge crew for emergency egress where the antenna assemblies are.

Now, if you head back to the engineering room (the one that overlooks the hangar), you'll be able to see that all of the displays showing ship function are meant to be readable from that area. With the use of MMaster's damage script, the engineer can also see a full listing of any damaged non armour blocks from that room.

Almost done prattling on, really!
Taranava  [author] 29 Oct, 2015 @ 9:46pm 
The lighting did look quite dark in your video, which is weird, because everything is brightly lit on my client. I may have to work with you to try to get the lighting right for everyone. With the latest update, the vents don't seem to be depressurizing like they should and I am still trying to figure out why. It may be due to how the ship manager script is handling the ship's oxygen management. Thrust is primarily meant for linear acceleration and deceleration, with the other thrusters meant more for docking and low speed manoeuvring.

1000 characters, really???
Taranava  [author] 29 Oct, 2015 @ 9:45pm 
@Xeno I totally enjoyed your video, thank you for taking the time to review my ship. You are totally right about the submarine feel of the ship and that part was on purpose. I favour using as much internal space as possible in a working spacecraft, especially one that is intended for exploration and/or industrial application. It was intended to give a feel of a ship that isn't meant to be a space cathedral with huge open hallways and giant rooms, but a mission specific and efficient use of space.

Since I'm limited in characters read on...
Succleman 28 Oct, 2015 @ 7:09am 
Taranava  [author] 24 Oct, 2015 @ 6:51pm 
Fixed! Let's hope they don't decide to "improve" the doors again. >.<
Aversion 23 Oct, 2015 @ 5:11am 
Just a heads up again! :) The door script is broken again since the new update came out.
Taranava  [author] 3 Oct, 2015 @ 4:44pm 
Ok, I've put in the updated scripts so the doors and everything should be operating okay. Unfortunately something puzzling is happening with the airlock vent and it won't depressurize. In the meantime, I've replaced the main airlock with a simple airlock (two doors, no vent) until I can figure out why this vent won't work.

If anyone has any ideas, please let me know. I would really appreciate it.

Thanks Illuminati for the heads up. :)
Aversion 2 Oct, 2015 @ 3:27pm 
Hey man the door script on the ship stopped working since the new updates cam out. any fix?
Taranava  [author] 15 Sep, 2015 @ 8:46pm 
Oh cool! I subscribed to it and will check it out tomorrow. :)
CMDR Ryder McGarrett 15 Sep, 2015 @ 7:52am 
@Taranava
I set it on public now...my bad
Taranava  [author] 14 Sep, 2015 @ 7:18pm 
Hmm the link doesn't work.
CMDR Ryder McGarrett 14 Sep, 2015 @ 11:55am 
@Taranava
Hey,
I finally got something done:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=518359363
Hope you like it, cause I'm not happy yet.
I was also working on a Version with two hangar bays but I didnt like it.
However thanks for sharing!
(Oh and there is only 1 Picture of the modded one cause my internet sucks :/)

Fly save!
Ryda
Taranava  [author] 10 Sep, 2015 @ 7:55pm 
@Ryda2097 I actually had to look up the RSI Constellation and you know, it does kinda resemble that, haha. I now understand people referencing Star Citizen with this design.lol

In reality, I was a bit more organic with the design than having a concept in mind. I had designed the engine pods first for another design and wound up attaching it to this one when I knew I wanted something with good acceleration and not a crap tonne of thrusters. This ship grew section by section from the cockpit backward with only the idea that I would fit as much into as little space as possible. (I love ships with tight quarters for some weird reason)

Anyways, mod away and show me what you come up with! I love seeing where people can take one of my concepts.

Oh and watch for some drones to complement the ship soon.:)
CMDR Ryder McGarrett 10 Sep, 2015 @ 7:38pm 
Nice Work!! The design reminds me a little bit of the RSI Constellation with the 4 Engine Pods in the back. Nicely done! Maybe I start adding some mods to it in the next days ;)
Taranava  [author] 7 Sep, 2015 @ 10:59am 
Thanks Riddick. I hope the ship helps you find Furya. ;-)
Riddick280 5 Sep, 2015 @ 5:33am 
Love the ship, great work!
jarhead 30 Aug, 2015 @ 9:43am 
i checked out zeroths script and it wont work for my ship (too complex)
Taranava  [author] 30 Aug, 2015 @ 1:31am 
@Arbyfig She is kinda pretty, huh? I wanted it functional but wanted some pretty form to wrap around it that was sci-fi inspired. Also, I imagine this being a design people would be proud to roleplay as a crew in.
Taranava  [author] 30 Aug, 2015 @ 1:25am 
Hi Jarhead, Thank you, I've updated the description with links to both script authors. Having rotating panels and oxygen farms is a good idea. I might incorporate that in my next ship build.

The primary reason I didn't put a rotating mast on the Orinocco was that I had always thought it was neat that the Space Shuttle would roll to cool off whilst in orbit; so since this is still a relatively compact ship, I thought it would be interesting to make players have to roll the ship for a slightly different reason as part of it's normal operation.
[PBB] Rby 29 Aug, 2015 @ 9:37pm 
That is one pretty ship
Lynnuxx 28 Aug, 2015 @ 1:39pm 
@jarhead Go back to workshop so you get the search field and type "ZerothAngel" in. Then press enter. Be surprised...
jarhead 28 Aug, 2015 @ 1:37pm 
the look of this ship is nice but would it be possible to expand it vertically 1 block using the point where the 2 forward solar panels are attached? (This will allow you to place 1 o2 farm on each side and have 1 advanced rotor mounted inside the armor panels you made at that point to allow them to be rotated then have 2 solar panels on each side [1 on each side of the o2 farm] so that when you rotate the arrays to point toward the sun you increase your o2 and power production without having to turn the ship to face the sun all the time.)
jarhead 28 Aug, 2015 @ 1:31pm 
(The ZerothAngel ship manager script) Can you post a link to it so we can use it in our ships?
I am needing something like it to allow me to control bulkheads without the need for groups but I also need to be able to divid the workload between more than 1 PB so it can have 1 PB for each deck of my ship (it is very complex and a bit larger than I expected).
Taranava  [author] 27 Aug, 2015 @ 9:43pm 
Well, I'm a bit stumped to be honest because the doors are working as normal in all the tests I had done. What advanced settings are you utilizing for your world? I've not experienced this issue and want to try to duplicate it.
Nioreux 27 Aug, 2015 @ 6:24pm 
@Taranvana it was also doing it for evry other door i opend
Laffyistired 27 Aug, 2015 @ 5:45pm 
great next update please also make sure i still can run it on this old pc lol and thank you for the reply i just have a mem problem on pc running win 7 in x86 with 3 gig thats why
Taranava  [author] 27 Aug, 2015 @ 5:29pm 
Hi Master Obelawe, I set up toolbar buttons on the Pilot, Captain, and Engineering control consoles that will activate the active jump drives. I forgot to set up the co-pilot console to mirror the pilot console, but will fix that in the next update.
Taranava  [author] 27 Aug, 2015 @ 5:23pm 
Hi WolfenTinkerer, The doors are managed through a script that will lock any door where the air pressure is different on each side. If you are being blown back when you grind through the locked door, then you might have forgotten to pressurize the airlock before attempting to go through the inner door. Due to space considerations, I don't have a button panel to automate this process. You'll have to cycle the airlock manually by accessing the vent control panel by pressing K and turn off "Depressurize." I covered this a little in my description but probably should have been more specific.

There is no need to take ownership but if you do, then you will want to recompile the scripts in all three programmable blocks before they will operate again.
Laffyistired 27 Aug, 2015 @ 12:37pm 
you need take ownership of that . i did it that way nice jump too can you please make up how to jump please if that ok and basic running of it thnaks and the mod 100% great + 350% i can use it on this low pc lol great job
Nioreux 27 Aug, 2015 @ 8:50am 
i cant get in without grind the inner airlock door open beacuse it keeps turning off and i would have been killed by the doors beacuse they hurl me backwards to my death so i dont like this ship at all sorry
Taranava  [author] 25 Aug, 2015 @ 9:30pm 
Science cutter. ^.^

Though, from what I've seen of Star Citizen, I would love to play that game.
jonbat 25 Aug, 2015 @ 9:27pm 
is SC short for Star Citizen?
Taranava  [author] 25 Aug, 2015 @ 5:17pm 
Aww, thanks! I like slick looking ships so that's what I built.

Though, you forgot to mention how fast she is. Like certain other ships, she'll do .5 past light speed. :P
Adamant Narwhal 25 Aug, 2015 @ 2:51pm 
Nice ship! both fully functional and asthetically pleasing!
Great job, can't wait to see more of your work