Space Engineers

Space Engineers

Apollo Airbase
56 Comments
Masterdude94 8 Mar, 2019 @ 4:57pm 
"Could not find Blueprint File" when attempting to copy to clipboard in Creative.
DarkWolfHunter6 16 Aug, 2018 @ 4:11am 
Hey w4sted, I have have the same problem as Universe, I tried spawning your ship in creative but it says it cant find the blueprint... It would be much appreciated if you could help work somthing out. Thanks!
Chonk E. Cheese 18 Jun, 2018 @ 11:54am 
hey w4sted, I tried to spawn in this creation but the game told me that it couldn't find the blueprint file. If you have a way to fix this, it would be greatly appreciated. thanks in advance.
Yuki_1_1 9 Oct, 2017 @ 10:38am 
can not be put off:steamsad:
Saidpower2 4 Oct, 2017 @ 12:27am 
this thing is awesome:steamhappy:
Gamerhell 29 Mar, 2017 @ 3:45pm 
ok so I downloaded it and when I tryed to spawn it in... IT SAID FAILED TO LOAD BLUEPRINT FILE SO ETHER IT DOSE NOT HAVE A FILE or my cumputer is being dumb
The Spark 17 Jan, 2017 @ 5:49pm 
give link please :steamhappy::steamhappy:
Alien 480 16 Jan, 2017 @ 6:17pm 
i reposted it on my workshop, its a combination of the scripts that are on the ship and the rotors that had an update to allow a small rotor head to be attached. so i fixed both of the issues and reuploaded it
Azirahael 15 Jan, 2017 @ 4:50pm 
Yeah. I was gonna use it as an example, but i can't.

I'm curious as to what went wrong.
Can anyone repost it?
w4stedspace  [author] 15 Jan, 2017 @ 2:20pm 
I'd love to know also!
The Spark 15 Jan, 2017 @ 10:26am 
alien 480 how :steamfacepalm:
Alien 480 15 Jan, 2017 @ 10:04am 
i fixed it.
w4stedspace  [author] 14 Jan, 2017 @ 8:14am 
Nope, have the same issue so if anyone has a suggestion of how to fix it I'm all ears.. can't even load it to try and make a fresh blueprint :(
Palanko 13 Jan, 2017 @ 10:51pm 
I think the blueprint is corrupted. Every time I try to load it I get the same message that Alien 480 does. Any idea what's happening Wasted?
Alien 480 15 Dec, 2016 @ 12:32pm 
i cant paste it into my world anymore :( i keep getting a "cannot load blueprint from file error"
Cilexius 18 Sep, 2016 @ 9:39am 
Really nice work. But where are these cool drones from the video? xD
AlphaNinerGamer 27 Jun, 2016 @ 1:06pm 
i hate you you bastrad washed face

w4stedspace  [author] 4 Jun, 2016 @ 12:59pm 
Not sure I agree with needing the bomb bay doors to have a sensor, it's also a ship designed to be flown by more than 1 person and I don't really see how a ship could just sneak up in there without someone noticing the turrets going wild and a ship on the camera. Sensor's are a pain for ships in motion anyway as the sensor range actually moves around as if it's a seperate object to the main ship, lagging behind it's movements like projections do.

Appreciate the feedback!
w4stedspace  [author] 4 Jun, 2016 @ 12:59pm 
I did mention in the video it was designed to operate as a carrier/airbase for a series of drone or piloted fighters that go alongside it (Broadsword and Rapier, on my workshop and designed to land vertically onto the forward connectors), it was not designed to simply fly around alone, more as a support to the fleet and to help bombard from above because why not? With the hydrogen thrusters it would also be (preferably) hugging the maximum height atmo thrusters can reach to make things difficult for anything to approach unless hydro equipped.

The lack of turrets on top is a weakness for sure.. I took some liberties for the sake of aethetics there, much like with the engines on stalks which while it can fly with only 1 of those stalks still remaining, is also a notable weakness. Easy to correct the turret one at least.

ctd
w4stedspace  [author] 4 Jun, 2016 @ 12:59pm 
Bleh this character limit... Gonna be split up a bit lol!

To answer a few of your points hopefully,

Space Engineers has had multiple changes and bugs fixed/introduced since this was released, including ones to how projections handle ownership. The broken printing will be an ownership conflict between the merge block and the blueprint being printed. Offhand I can't remember which way round they should be as this is almost 6 months old now, but at a guess it should have merge ownership set to nobody, I normally do it that way as it prevents issues for people pasting it in, or used to...
autistic and ashamed 4 Jun, 2016 @ 10:25am 
STARTS BELOW

After talking about how bad it is, I guess I'll give some suggestions to make it better. Needs to have turrets on the top. Sky combat is 3-Dimensional just as well as space combat. Also, it needs sensors around the bomb bay to make it close when a ship approaches it, otherwise it can get in there unnoticed, and destroy the reactors directly behind it. Bombs need improvement, I have a cheap, easy design to pierce armor. And maybe while you're at it, figure out why the welders just duplicate merge blocks. I hope this helps.
autistic and ashamed 4 Jun, 2016 @ 10:25am 
Works great as a mobile base with some modifications, but using it like an assault ship like you showed WILL KILL YOU! The bomb bay is broken, all it does is pellet the enemy with merge blocks. All the turrets are focused on the bottom, so if an enemy gets above you're pretty much screwed. When I tested it out against a stationary base, the bombs failed and I decided to go into turret range, only for some lucky rocket hits to take out the engines and cause it to crash. Later, I tested out the defenses with a failed fighter design that barely flew, it's two rocket launchers and three gatling turrets sawed it in half like it was nothing, then destroying it was as easy as a rocket or two to the engine room. I can't imagine bringing this into war, after being able to destroy it with one poorly made fighter. Continued above.
Wyv3rn 4 Jun, 2016 @ 12:28am 
I can totally see this with Rdav's fleet script
Breytac 9 May, 2016 @ 1:04am 
Hmmm...thinking this could be uased with the ARMS (Autopilot, Radar and Military systems) mod...cruise missiles from 12km, swarm missiles from 3km, interceptor missiles for defense from 2km. EMP missile I think shoots from 8km. Ship could fly above an enemy base well out of range of any turrets and defend troop dropships/fighters
therealyam 13 Feb, 2016 @ 2:17pm 
ur base would be vulnerable if a drone or enemy player flew above
Alien 480 25 Jan, 2016 @ 3:24pm 
i love this design, i have improved it in my version and when i get access to my gaming computer i hope to upload it. its core weaknesses i found was attacks form above and where the bomb bay meets the airstrip is the structural weakpoint ( i was able to cut the ship in half with the vanilla fighter by shooting all 8 rockets and a suicide run) but other than this A FANTASTIC SHIP!
lazurkri 17 Jan, 2016 @ 5:05am 
@Blu Most people are going to try to use it as a assault ship.Also, if a ship is calling itself a "Warship" it should be able to wage effective war, no? Defend itself as well as attack shit? This thing sucks at both WAGING war and DEFENDING itself from war.

Also, I TRIED using it the way you showed, and when that didn't work, I tried using it the way most people would try it.I ran a high altitude bombing run test vs a base with 10 gatling guns and 10 rocket turrets and I was able to EVENTUALLY overwhelm the defenses.... after a bomb lucked out and debris finally took out a supply line to a few of the bases rocket turrets. Still took over 10 minutes of bombardment to finally kill the base, a length of time I deem "Unsuccessful", as that's the length of time in RL for a military base to have gotten defending aircraft up,at which point, a lucky rocket or two and there goes the entire ship!
w4stedspace  [author] 17 Jan, 2016 @ 3:26am 
You bomb it with the bombs. From the bomb bay. There's no reason to be inside turret range at all. Watch the video, you are using it pretty wrong :)
lazurkri 15 Jan, 2016 @ 11:27pm 
~this is continued from below, screw these character limits!~
4th test was vs gatling turrets, and boy, it still failed,the gatlings buzzsawing their way into the ship, and through both the reactor and a engine pylon, although the inevitable death spiral impact point happened to be the base, and I crushed the enemy reactor when I smashed into it, so mission somewhat accomplished again.

This thing works as a mobile airbase, but in no way is it able to take on a enemy base with proper defenses of any kind set up. Bare minimum, it needs at least 4-8 more gatlings on the underbelly as CIWS/Point Defense guns, and a shielding system of some kind. Better still would be FAR more armored wing pylons,as as little as a pair of rockets and I've been able to blow off a wing. Looks great, but looks should be SECONDARY to FUNCTIONALITY in my eyes.
lazurkri 15 Jan, 2016 @ 11:27pm 
This is supposed to bombard enemies? How? When I tried to test this against various test bases, it fails every time; 1st test vs a base with 6 rocket turrets it got a wing blown off, and death spiral.
2nd test, against only three rocket turrets, lost forward engines, amusing death flip that resulted in me landing on my back.
3rd test, against just one rocket turret, went better, for some interpretation of the word "better", in that I managed to bombard, but still lost lift power and spiraled to my death. At least the mission was accomplished that time.
~to get around the stupid character limit, this comment continues above ~
WiFiN 11 Jan, 2016 @ 2:04pm 
Very good-looking ship. Yet, tests ran against Hyperion Systems Tarantula (assault bomber with TOW missiles) proven core weakness - it can be taken down from distances up to 2 km with two salvos (engagement duration - 10 seconds).

Scenario 1.
Frontal engine consoles go down in one hit. A single hit to rear console destroys conveyor leading to hydro engine. Which results in almost total loss of upward thrust and immenent emergency landing.

Scenario 2.
First salvo (2 missiles) has a 50% chance to expose main powerplant. Second salvo Almost always destroys both Large Reactors, which results in loss of power and uncontrolled loss of altitude followed by fatal collision with the ground.

Hope this info helps you with next iterations and future designs.
fools9 9 Jan, 2016 @ 5:16pm 
I love this mod:steamhappy:
w4stedspace  [author] 7 Jan, 2016 @ 5:09am 
@Whiplash Apologies.. somehow forgot to do required items for this one! Fixed.
Cycas 6 Jan, 2016 @ 6:00pm 
Awesome Airbase w4stedspace. Great idea with the bomb bay. Overall fantastic job.
maivanmaivan 6 Jan, 2016 @ 5:59pm 
niezly projekt
Whiplash141 6 Jan, 2016 @ 4:19pm 
Howdy w4stedspace,
A link to my auto door script would be much appreciated.
Spiffy ship by the way :)
Raven 6 Jan, 2016 @ 1:51pm 
should put a retractable cannon on the bottom, and hide it behind an airlock.
bleh 6 Jan, 2016 @ 11:45am 
This is by far my favorite helicarrier like ship good job i really like it
Skaethach 6 Jan, 2016 @ 10:34am 
Nice! I'm guessing it's not too heavily armored so that it can easily stay in air, yeah?
Grumphy_Bear 4 Jan, 2016 @ 11:10pm 
lovely build, gonna try walking around my self atm.
I like they way you think when building, i do the same, it has redundancies ofcause too at least 2-4 lines to each turrets or storage ect.
Btw instead of landing gear use connectors and lock them on o the ship, no more small ships destroying the carrier :P
w4stedspace  [author] 3 Jan, 2016 @ 12:21pm 
lol, awesome :) Glad you enjoyed your little sortie!
Heavy_Boson 3 Jan, 2016 @ 10:58am 
This is a really cool ship thank you! Me and a friend wet ourseves exploring it, then leveled some bases with the bombs. Would recommend.:steamhappy:
BeanSlinger419 3 Jan, 2016 @ 7:38am 
is the carrier a big ship or a small because if its small the thrusters will work because they can not be placed on big ships only
BeanSlinger419 3 Jan, 2016 @ 7:36am 
JUST FOR THE THRUSTERS UP NOT DOWN LEFT RIGHT
BeanSlinger419 3 Jan, 2016 @ 7:29am 
try to use the whispercraft thrusters as the heli thrusters to it does look like the avengers helicarrier
BeanSlinger419 3 Jan, 2016 @ 7:27am 
good and does look like the avengers helicarrier
BeanSlinger419 3 Jan, 2016 @ 7:26am 
well done its awesome
BeanSlinger419 3 Jan, 2016 @ 7:25am 
well well
gfrannic 2 Jan, 2016 @ 4:36am 
Again an awesome design!