Space Engineers

Space Engineers

PFS - JC3 - Muninn Jump Freighter
49 Komentar
lillia meme 22 Okt 2015 @ 12:04am 
Hey, Dark Lord, just a thought: perhaps you could do some sort of commision based system around the donations. Like, if you donate x amount of money you would make a ship catering to his/her needs and give them a blueprint when you finish. Lovely work by the way!
Lord Commissar  [pembuat] 15 Okt 2015 @ 8:40am 
it should be noted, though, that the hover system will most likely be completely obsolete when planets appear with natural gravity. it's one reason i don't plan on making any more small ships, especially hover tanks, until planets arrive.
Lord Commissar  [pembuat] 15 Okt 2015 @ 8:39am 
the second sensor will activate around 2 meters. it will turn off the thrusters (so you are no longer being lifted away from the ground) and turn on the mass blocks (so you are pulled back towards the surface)

if you've set up the sensors properly, there should be an equilibrium between 1.5-2m where you are not being lifted or falling, as neither thrusters or mass blocks will be activated. this will keep you from constant bouncing.

the main things to consider are 1) make sure you are far enough away from the ground so that you can perform maneuvers and give the sensors room to adjust things for you 2) make sure your pull down or thrust up is not so strong that it blows you out of the 1.5-2m range and you get constant bouncing. this is all about balance.
Lord Commissar  [pembuat] 15 Okt 2015 @ 8:38am 
the hovering system is a balance between mass blocks being pulled down by gravity, and thrusters pushing it away. the hardest part will be placing the mass blocks. you need to make sure the ship is perfectly balanced, or you'll nosedive or taildrag into the dirt. the ability to view center of mass in SE makes this easy enough. just make sure your rear and forward mass blocks are equal distance from the center of mass. this of course means that you should not put in any mass blocks until you are completely done building the tank, as otherwise your center of mass will get thrown off.

After that, you set up your sensor system, and you'll need two sensors.

the first sensor will activate around 1.5 meters (the distances are up to you, really). it will turn off the mass blocks (so your tank is no longer being pulled down) and turn on the thruster override for the bottom thrusters (pushing you away from the ground)

[TSF] Mason 1290 14 Okt 2015 @ 8:19pm 
i came across the mod that gave the ability to build your own tank track system for vehicles. so i built a nice hull, survival ready. implimented custom area design for like "here is the battery, here is the primary power system, here is the ammo" ect. so i spent about 3 hours designing this chassy for a tank because i wish to put a little realizum into this part of my creation because. im very good and understanding about tanks and how their designed.

what happen? well the track system broke and no fix in site till planets get here.

so i scrapped the torrsion bar idea. to go with a hover tank aproach out of the same hull. i set it up so. after a certain distance, the hover tank would engage thrusters, then got far itd turn them off. but this only worked about HALF the time. im using the increase thrust and decrease thrust options and aparently you have to double tap + or - thrust sometimes to get it to work. no idea why.
Lord Commissar  [pembuat] 14 Okt 2015 @ 12:44pm 
to be honest, i don't do commissions. the reason being that i do get many requests for these kinds of things, and to take them all is overwhelm myself. at the same time, i don't want to be unfair by accepting some while not others.

if you're interested in hover vehicles, i'd be happy to give you more of a tutorial or answer any questions on how the hover system works. However, if you're looking for rolling vehicles, then there's certainly better designers than me in that area which could probably help you out better in the end, as i've only ever made one rolling vehicle. There's a good one made by another Phoenix member which you can find here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=510569001 i don't know if he ever works on commissions, though, but it could serve as some inspiration for you.
[TSF] Mason 1290 13 Okt 2015 @ 11:51pm 
._. i just made a wall of text for a request... SORRY!
[TSF] Mason 1290 13 Okt 2015 @ 11:51pm 
3.
i have nothing to lift it with...
ik this is a request that might intrest but your designes are quite unique and very diverse. theyre one of a kind.
my drop ship is a heavy lift, light item cargo transport.
it can lift from loose jeterson'd (i think thats the right word) cargo to ground vehicles and station cargo. it is suppose to be lightly armored as is. droping military is suppose to be fast and simple

so im looking for someone to develope a land vehicle large enough and heavy enough to test my ship. (tbh dont have to worry about weight. its moreabout size that matters)
if all goes well and i dont need to edit. i can even give you the dropship for your own editing. :D
http://images.akamai.steamusercontent.com/ugc/385413871783186495/D9EBDF3A8B2313825CDDD63B7F4E02D10E31D1D2/
(unfinished in this pic)
[TSF] Mason 1290 13 Okt 2015 @ 11:51pm 
2.
SOO. this is where the new stuff is coming... planets are about to collide with us going lightspeed anyweek now... if the devs are still going well. so the design of ground vehicles are being made more frequantly. your hover system is at amaze... even though i try to make the same thing, it seams to faulter and not work... but anyways. after my hover type system didnt go so well. and actual gravity isnt implemented yet, so wheeled vehicles are held off till such gravity can be made to acomidate them. i jumped the gun and went inbetween that; with drop ships.

iv made my first array of prototypes based off other video games. but most didnt work well. and iv finally come to the conclution of a drop ship based off a real life helicopter know as the "Sikorsky S-64 Skycrane". it is modular to the lifting part very well. so now heres the issue.
[TSF] Mason 1290 13 Okt 2015 @ 11:50pm 
1.
Hello Dark.
i am a R&D head for a SE group. i wont say the groups full name, but it is abriviated as TSU.
i have developed many ships from the ideas they have given such as special class type ships which diverse a polare oposite in base abilities that its original would hold (i.e. a special destroyer would be slower but more agile, slightly under armored, have side fire batteries, and other such features that the original destroyer would not include) Special type ships are taking the base original ship and editing it to acomidate a new fight style or new role in general.

then we have self repairing ships that have a very complex system of repairing and repairing other welders to further repair the ship outwards from its core. ect.
Lord Commissar  [pembuat] 12 Okt 2015 @ 3:22pm 
@heero_yuy, the design does have potential. main things id suggest is to lay off the mods a bit, as when you try to include too many it often leads to designs that look unnatural (due to them not looking like they belong in default), and especially for big parts, it's going to make your designs very blocky. other than that, i honestly suggest not using Dx11 at all, as the lighting is broken and your consoles aren't even showing up properly because of it. it's also caused you to overcompensate on your lighting, which is never a good thing. lighting should accentuate a room and bring out details, but when one is fully illuminated it defeats that purpose. let some parts stay dark, and illuminate the details you've worked harder to create.
Lord Commissar  [pembuat] 12 Okt 2015 @ 3:22pm 
ok sorry it took me a while to get back to you guys, but it's been a busy weekend...

@haloboy, it's not a bad design, if a bit simplistic. the main things i would say would be to hide the engine nozzles by building around them. don't keep them sticking out of your ship, as that makes them very vulnerable. same thing for the antenna. it would be better for you to put it inside the armor entirely, if you plan on this thing getting shot at. other than that, give it greebles and other details to keep it from being so flat. this will also help you defensively by disrupting shots, especially against kinetic weaponry.

Celestite 10 Okt 2015 @ 8:47am 
Im just asking why people didnt make artificial planets yet
heero_yuy_052004 9 Okt 2015 @ 5:54am 
the ship looks great and the system looks nd works great for a frieghter. i just have one thing to ask of you i know that i am not as good as you are on ship building but the hull of this ship can be used for what ever you would loike to use it for.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=507123948

can you get the ship and you can tell me what i did wrong with it and if anyone would like to look at it i dont mind but be warned the ship is roughly 500 meters long and will slow the comp down.
I built this ship in SE on a laptop
Almighty Sosa 7 Okt 2015 @ 11:17pm 
This ship is awesome, its just too damn long for my taste.... but great job man, its amazing.
ZoskaOska 7 Okt 2015 @ 6:22pm 
gee, i wonder why you were gone Sam.
Feisty Eliza 7 Okt 2015 @ 3:58pm 
@Dark Lord So I see you've discovered the free time black hole that is KSP. Good to know you can still throw out the occasional really awesome ship. Cant wait to see what you'll be delivering once planets are a thing. :)
DuskRaider46 7 Okt 2015 @ 1:53pm 
MaxMonument 7 Okt 2015 @ 10:48am 
@Dark Lord: Thx now its clear why it didnt work
Lord Commissar  [pembuat] 7 Okt 2015 @ 10:00am 
@haloboy - just post a link here and i'll take alook

@imglidinhere - too much KSP, combined with real life ;) also anticipating planets to come out relatively soon, which will upset many designs due to the introduction of natural gravity, so i figured it best to wait for the most part.

@Captain - this is a world not a blueprint, you load it via the workshop tab on the main menu
MaxMonument 7 Okt 2015 @ 9:49am 
Maybe a stupid question but how can i get this ship.
I can't spawn it on Creative and it isnt a spawnship in survival.There are no blueprints for it
Imglidinhere 7 Okt 2015 @ 6:39am 
I was wondering where you'd gone off to. :D Good to see more stuff coming from you as always!
Digital_Samurai 7 Okt 2015 @ 4:26am 
@Dark Lord. Still that being said. It is as always an impressive build. I have taken great inspiration from your build style. Keep up the awesome builds.
DuskRaider46 6 Okt 2015 @ 9:39pm 
how do i show you
Lord Commissar  [pembuat] 6 Okt 2015 @ 9:38pm 
sure, go ahead
DuskRaider46 6 Okt 2015 @ 6:42pm 
I just wanted your opion on it
Lord Commissar  [pembuat] 6 Okt 2015 @ 6:36pm 
yes, but are you just wanting to submit to have me take a look or is it for something else?

sorry, but to use the word "submission" sounds very official to me, so it's a bit off-setting.
If you simply wish to show it to me, then by all means go ahead.
DuskRaider46 6 Okt 2015 @ 6:32pm 
Its a mobile wepons platfrom
Lord Commissar  [pembuat] 6 Okt 2015 @ 6:26pm 
that would depend on what you are submitting it for...
DuskRaider46 6 Okt 2015 @ 5:03pm 
Hello Dark Lord I have a prototype ship do you accept submissions?
Visentinel 6 Okt 2015 @ 4:11pm 
Nice, in my near 2000 hours of play i still avoid pistons and rotors due to their incendiary nature
Lord Commissar  [pembuat] 6 Okt 2015 @ 4:09pm 
i extended the minimum piston distance to .5 meter and that seems to have fixed the issue for the most part.

They will still break off on extreme maneuvers. that's just Space Engineers for you. Can't really do much about that.

thanks for the report, though. As for the exterior connectors, they are just for decoration.
Visentinel 6 Okt 2015 @ 12:43pm 
Oh dear !! all the connectors on the left of the front section simply broke off as soon as it started flying and then i turned. lol.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530894466
Visentinel 6 Okt 2015 @ 12:39pm 
Really nice ship !

just confused about the conveyor lines on the bottom of the ship, they arent doing anything.
Digital_Samurai 6 Okt 2015 @ 9:39am 
@Dark Lord. Still that being said. It is as always an impressive build. I have taken great inspiration from your build style. Keep up the awesome builds.
Lord Commissar  [pembuat] 6 Okt 2015 @ 7:46am 
if you are frustrated about clicking on each of those links there, then there is a collection here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=530413081

simply hitting 'suscribe to all' would immediately give you what you require. but it really doesn't matter anyway, as i send all my modded ships out as worlds so you don't have to get the mods.
Lord Commissar  [pembuat] 6 Okt 2015 @ 7:43am 
i build all my ships to meet a "RP" feel - something that appears to be lived in, comfortable to a point, and pleasing to look at.

Default SE lacks beds, appliances, toiletries, and any catwalks that you can see through (or if you grind them it lacks catwalks that don't look like you'll fall through)

therefore, until such a time as can achieve the same aesthetic without mods, i will (reluctantly) use them.
Fly_Over_32 6 Okt 2015 @ 7:38am 
could you please make a mod free version of it. or leave at least some of them out
Lord Wraith SOL3 5 Okt 2015 @ 7:05pm 
great ship design, well done, love the engineering that went into making this, take pride in what you did, again well done....
Lord Commissar  [pembuat] 5 Okt 2015 @ 11:56am 
And just because i'm bored: if we assume dampening thrust to be 3.6 MN for large, and 288 KN for small thrusters (the max override settings), we get 802 seconds, or 13.4 minutes.
Lord Commissar  [pembuat] 5 Okt 2015 @ 11:49am 
correction: acceleration would be 0.81m/s^2. Still movable, then. Your main concern, of course, would be deceleration. From 104 m/s, it would take you 1580 seconds to slow down, or 26 minutes. Then again, that's only using basic thrust and not dampner thrust for the calculation.
Lord Commissar  [pembuat] 5 Okt 2015 @ 9:02am 
@Moddedout - supposing each large container to be filled with steel plates, the mass of each one will be 2,806,666 kg. The ship has an equivalent (with small containers) of around 31 Large Containers. Therefore, adding the mass of the empty ship to the mass of all filled containers, we get 98,805,337 kg. This is indeed more than our forward thrust of 80,000,000 N. So no, i guess not lol. I will consider this more carefully in the future...

@Metylan - thanks for mentioning, hope Ste gets better soon. I'll look into that mod.
TwinChops 5 Okt 2015 @ 6:27am 
Hey DarkLord, a very good ship as allways.
I have a suggestion for you
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=490036307
For a Replace of Uncle Ste's Ramps, because he is in Hospital and cant update his Ramps to dx11.
You can replace the mods without any Problems.
Digital_Samurai 5 Okt 2015 @ 4:29am 
It's gorgeous. I foresee one potential issue however. Should one fill the entire ship, would it still be movable?
I was Forced to play 4 Okt 2015 @ 10:01pm 
Mother OF GOD. This is Happening right now.
DeVOID 4 Okt 2015 @ 9:04pm 
Another beautiful and intuitive creation from Dark Lord. I don't think there's a single ship of yours I don't love :)
Phade 4 Okt 2015 @ 7:05pm 
Woot, another dark lord ship to completely destroy my framerate! Well done sir!
Aquillifer 4 Okt 2015 @ 3:48pm 
Well Dark Lord uses the same mods and he doesn't use the game breaking ones. But all that aside, the color scheme for sorting out cargo is a really smart and inventive idea.
Joshua Norton 4 Okt 2015 @ 4:01am 
Nice design, although i don't like mods, still well done.
Especially the color-schematics of the different sub-/conveyor-systems, very well thought of!