Space Engineers

Space Engineers

Orpington Destroyer (NO MODS)
25 Comments
Recon  [author] 28 Jul, 2016 @ 5:53am 
Thank you so much for your feedback, hobart78, it means a lot to us!
Just for that nice comment, I decided to upload the new version of the ship, hope you like it! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=733034698
Rafe Koet 25 Jul, 2016 @ 3:29pm 
This is my go to ship for hauling my miner back and forth between asteroids. It's just the right size for me in single player and it won't take months to mine resources to build it in survival. I have added a few mods and made some minor adjustments but this ship is still my first choice wether I'm playing on a modded server or vanilla.
GalaxyMaster1 24 Oct, 2015 @ 8:24pm 
Please make a carrier :D and what are you building currently??
R O Killer 23 Oct, 2015 @ 9:51am 
I downloaded Planetbase, so going to give that a go after I post a long winded reddit post :p which you guys are getting mentioned in btw ;)
Recon  [author] 23 Oct, 2015 @ 4:02am 
Hard to tell at the moment, Rokiller.

The developers seem keen to following the hype train which wants them to release planets. Personally, I would prefer bugfixes and performance stability over new content. We will just have to wait and see :)
R O Killer 23 Oct, 2015 @ 2:50am 
I have only started playing again recently, when do you think the hotfix will go out? I'm desperate...hospital is boring as shit without SE haha

Also TY for all the fast responses, I have subbed all your stuff and have such plans
R O Killer 23 Oct, 2015 @ 1:42am 
I have stopped playing, unfortunetly connectors are broke for me and that makes survival totally unplayable
Recon  [author] 22 Oct, 2015 @ 8:57pm 
Hey Rokiller, it appears the mining bug hasn't been fixed yet. As such, we are still holding back the release of the miner since many seem to be having this bug still.

No point releasing a miner when people can't mine.

Another bug is that the voxel doesn't get removed when mining and the ship collides with invisible object. Although we aren't personally experiencing that bug, we know that a lot of others are.

R O Killer 22 Oct, 2015 @ 2:42pm 
guuuyyssss...its been an hour! where my mining ship :p to be honest, I havent even started building my dry dock let alone the destroyer yet, but still...I wanna I wanna
Recon  [author] 22 Oct, 2015 @ 1:19am 
Oh the miner we have created, the 01 as seen as a teaser in the screenshots actually fits into every hangar bay, even the small one on the 03.

We're just hoping that the autopilot and mining bugs will get fixed with todays patch. Then we can release more content related to the Orpington line.
EnjoyCoke 22 Oct, 2015 @ 1:06am 
EDIT: I can see that the two air vents in the hangar bay are set to depressurise - this can (and I suppose it should) be toggled off, so that the hangar bay area will fill with oxygen upon shutting its doors.

A good idea is to remember to set it to depressurise whenever you want to open the hangar doors, however, as this will save a large amount of oxygen from being vented into space.
EnjoyCoke 22 Oct, 2015 @ 1:01am 
3/3
Currently the warning light is not set to flash/ blink, but merely to toggle on. You can tweak this at your own desires, simply by adjusting the "Interior Light 9" to behave/ look as you want it to, whenever the pressure drops to 0%/ hangar doors are opened :)

Happy flying!
EnjoyCoke 22 Oct, 2015 @ 1:01am 
Now you get a new screen, similar to the one you get if sat in a cockpit/ control station/ flight seat.

Find the interior light named, "Interior Light 9" (we forgot to rename the lights of the Destroyer, it seems).

Drag that one down to the GUI of the air vent - you will notice two options - and in the left select "Turn block off"
Drag it down again and select "Turn block on"

Now you should have one of the two air vents in the hangar bay area be set to "Toggle Block OFF" in the left, and "Toggle Block ON" in the right.

Whenever the airlock detects a 100% pressure it will turn OFF the block selected (in this case, interior light 9, which is the red lamp), and when it senses a 0% pressure (If the room is ordered depressurised or if the hangar doors are opened) it will turn the block on.
2/3
EnjoyCoke 22 Oct, 2015 @ 1:01am 
Hello, rokiller.
You are indeed correct about the red light in the Destroyer's airlock being meant to be linked to the air vent.
In the released version of our destroyer I had the light set up to one of the hangar bay airlocks, but for some reason that control is not transferred to the Steam workshop version.

I'm assuming that all controls such as this are reset upon releasing/ publishing, as with controls in button panels/ GUI of control stations.
But fret not!

To set up the airlock light is quite simple. Access a control panel (even the blue panels on doors work for this), and press K for control panel section.
Find the air vent called "Hangar Bay Pressure" (Without quotation marks), and click it.
This is in fact an air vent, but renamed to fit with the LCD panels in the CIC/ Hangar Controls Station.
In the middle of your screen, somewhat low, should be a section called "Depressurize ON/OFF" and underneath that a "Setup actions".
Click "Setup actions"
1/3
R O Killer 22 Oct, 2015 @ 12:47am 
Thanks for the speedy response! I am in the hospital so wanting to get my project to build a world under way ASAP! :) BTW thanks for the ships, I gave up designing my own large ship a while ago and this is just the kind of thing I wanted!

Is there any plan to build a carrier one? Not necessarily bigger but one with a bigger hanger to hold 1-4 small ships rather than drones?
Recon  [author] 21 Oct, 2015 @ 7:48pm 
Hey Rokiller, that is correct. We've had a little setback as we need to make the script unique for the drones as we want them to be more advanced. One of them is also meant to be a miner drone, but mining is borderline impossible at the moment with the bugs from the latest patch. They are current a WIP, we will post more updates as we make progress.

The airlocks were made by EnjoyCoke, the way I understand it the lights are linked to the hangar vents. As when the vents detect vacuum the red light will then turn on to indicate the lack of pressure. In the 05 and 04 we additionally added LCD panels to display that information. I'll poke him to give more info on it. :)
R O Killer 21 Oct, 2015 @ 4:04pm 
You mention drones in your 01 thread, do you have a link to the support drones you mention? I see there are 2 connectors for them and I'd really like to utalise them :)

Also I assume that the airlock door flashes red to indicate the hanger is not preasurised, how do I control that?
Recon  [author] 20 Oct, 2015 @ 11:32am 
Aaaah, I see what you're getting at now. True, most online public servers limit blocks on stations/ships to prevent too much lag. SE needs more optimization.

That and these ships are overpowered for survival mode seeing as they have everything onboard already.

However, stripping down the aft section would still only bring it to about 1500 or so, which means either the hangar or production section needs to be sacrificed as well. And at that stage, I believe a entirely different ship would suit the 1000k block limit better as the Orpingtons are primarily meant to be endgame moveable armored and armed platforms :)


leo312 20 Oct, 2015 @ 10:37am 
The thing that concerns me is that most online servers have block limits, for example the server I play on only allows 1k blocks for a base/production ship (most servers have limits, se just can't handle too much stuff). A ship ment as a base could do without Grav engines for examples.
Thanks for your swift and extensive reply.
Recon  [author] 20 Oct, 2015 @ 9:22am 
Hey Leo312, we did think about it, yes. But unfortunately, it would be impossible to maintain the intended Orpington design as well as the designated compartments and their functions. If you subscribe and have a look around the ship, you will notice how compact it is.

With all the basic blocks that were needed to fill it out, I think there are only but a few places that you could find inside where placing a block is still actually possible.

If we were to sacrifice the gravity engines and jump drives, we would probably be able to shorten it down a full section from four to three, ut then again, we really wanted those things inside the ship. As such we both agreed that we wouldn't make the ship any smaller.

BUT! There is no stopping you from loading it in creative mode and personalizing it for your own taste :)

EnjoyCoke 20 Oct, 2015 @ 9:15am 
The smallest large-ship version (destroyer) is currently as compact as it is doable without sacrificing all the production. Neither of these ships were made as actual battle ships, but rather as mobile base stations with some defences.
That they then turned out to be absolutely devastating in combat is really just a bonus.
leo312 20 Oct, 2015 @ 9:07am 
2.7k is still quite large, have you thought about making an even smaller large ship version?
Recon  [author] 20 Oct, 2015 @ 9:05am 
There we go, block count included for all ships in the description :)
EnjoyCoke 20 Oct, 2015 @ 8:57am 
Will add that now.
leo312 20 Oct, 2015 @ 7:14am 
Very nice ship series, but pls include block counts.