Space Engineers

Space Engineers

EMGC K-10 Advanced Military Transporter
cptsavarus  [developer] 11 Feb, 2018 @ 1:51pm
Features
Minor unfinished bits
================
The ship itself is 100% complete & fully operational but there are a few things still to do such as naming & grouping the control panel items, adding some more decorative bits, lights, etc. I'll be pushing this stuff out as updates as & when it's done.

Features
=======
The K-10 is a big ship with a lot of room for a lot of cool stuff. As a result I may have forgotten some of it here. If you find erroneous info or spot something I've missed, please drop a comment & let me know.

Multiplayer
===========
The K-10 crews 1 to however-many-you-want. It has cryo for up to 6, medical for up to 2 and "day bunks" for up to 4. There are 3 positions on the bridge with a further 10 in the command centre, 2 in gunnery and as many as you want to add in the cargo & machine shop.

Additionally, the stern hangar bay can easily be outfitted with 20+ passenger seats for carrying a serious invasion force.

The K-10 could quite literally crew 50+ if you wanted it to.

Decks
=====
The K-10 is laid out on 5 decks. From top of the ship to bottom, they are...
-Command Deck comprising Bridge, Command Centre, Medical bays

-Gunnery: a small forward cabin on its own deck

-Crew Quarters + Cryo

-Main Deck comprising 3 primary sections...
1)Midships with access to reactors, upper decks, bilge, cargo deck & pectoral
airlocks
2)Cargo Deck & machine shop
3)Flight Deck / hangar

-Bilge comprising O2 generator access, twin battery rooms, forward airlock.

All decks & rooms are separated by bulkheads & doors and every room is independantly pressurised, so in the event of a hull breach you need only seal off the appropriate section(s).

Oxygen is supplied & stored in 3 separate locations around the ship, ensuring life support can continue to function if one or even two of the locations is compromised.

Weaponry
========
The K-10 boasts no less than 73 turret emplacements and a 101%+ field of fire - there is no safe approach angle to this ship - no blind spots, no angle at which all 3 turret types cannot see you at the same time. It's a nightmare fortress.

Offensive weaponry comprises of 10 missile turrets...
-4 Dorsal
-4 Ventral
-2 Pectoral (1 port, 1 starboard)
This is effectively the same as 6 dorsal or ventral turrets, making the ship most effective with its top or bottom facing the enemy.

It is assumed you would offer the Ventral hull to the enemy first, as it boasts the thickest armour and places the command decks where they are afforded the most protection.

Multi-purpose weaponry comprises of 7 Gattling Turrets...
-3 Dorsal
-4 Ventral for extra missile defence

External point-defence weaponry comprises of 44 (Yes, 44!) Interior Turrets. Perfect for shooting down incoming missiles or hostile troopers while the big weapons fight the big fight...
-16 Dorsal
-16 Ventral
-4 Forward
-4 Aft
-2 Port
-2 Starboard

Internal defences comprise of 12 Interior Turrets and just to make it fun, I'm not going to tell you where they are - so there! I've positioned them as cunningly as possible, so check your corners and prepare to die!

As with all my ships, All turrets are turned off when you paste the blueprint - just to prevent the destruction of anything nearby in the event of ownership issues.
I've also set all targetting options to "off", so you can be free to configure the weapons in any way you like.
Personally I would recommend using the Missile Turrets for large ships only, the Gattling Turrets for Small Ships, Missiles, Meteors and Characters and the point defence turrets for Missiles & Characters. It is of course up to you.

I was tempted to give the K-10 line-of-battle style broadsides but felt like that was going way over the top. As a result the ship has no fixed rocket launchers, though I think you'll agree it doesn't need any.

Armour
======
The K-10 features double thickness armour across 98% of the hull with triple-thickness in places and only one or two single-thickness "weak spots", which I've made sure are in non-critical areas and are not obvious.

Apart from the various rooms & corridors I've left no internal gaps or voids, effectively making the ship a giant, impenetrable billet of steel.

In combat testing I've pitted the K-10 against 7 of the original Military Transporters, one after another and they just couldn't cripple it. After all the weapons were finally destroyed, it was still perfectly mobile with no thrusters out, so I started using it as a battering ram and still had difficulty killing it.
Seriously, this thing is hard as nails!

Machine shop, Cargo & Direct Access
===================================
2 Fully upgraded assemblers give the K-10 the ability to quickly produce ammo on the fly. Both are directly accessible from the interior.

A single large cargo container gives massive capacity for ammo & ingots or spares and can be accessed directly from the interior

All 3 of the personel airlocks has its own direct cargo acces for a total of 4 Small Cargo Containers.

The hangar bay has 4 connectors (2 overhead, 2 in the deck), allowing for compatibility with your choice of fighters / drones.

An additional horizontal connector in the cargo bay allows the potential for wheeled vehicle docking.

2 of the ships 8 Oxygen Generators can be directly accessed from the bilge level.

Both the Large Reactors have direct access ports on the main deck.

Docking Rings
=============
The K-10 has 4 standardised docking rings - 3 for personel and a fourth to the stern for cargo & small ship / wheeled vehicle access / docking to larger ships & stations.

The 3 small docking rings are compatible with all of my other EMGC Cargo Ships, as well as all my non-EMGC builds.

The large docking ring on the stern is compatible with my EMGC K-7 Advanced Mining Hauler, as well as some of my upcoming non-EMGC builds. This docking ring is also suitable for towing other vessels or, if you choose, for docking to a second K-10 for double the firepower! 2 K-10's docked together also looks exceptionally cool!

All docking rings feature cargo connectors, with the larger aft docking ring having 2 for faster transfer.

Airlocks
========
Both the forward personel access and aft main docking ring feature double airlocks.

All airlocks are fully pressurised & all have direct cargo access.

Script Friendly
===========
The K-10 comes with a bank of 3 Programmable Blocks, each paired with its own Timer Block for your favourite scripts. No scripts are provided - you must select & install your own.

Other features
==============
-10x Backup batteries in 4 rows (2 rooms)
-7x Oxygen Tanks
-7x Oxygen Generators
-1x Gravity Generator
-16x Gyroscope
-Convenient Button Panels where you're most likely to need them

And now, the coolest part... Megazoid & Gigazoid Power!
===========================================
The K-10 is designed to be compatible with all my EMGC ships but in particular, the K-8 Advanced Military Escort and the K-9 Advanced Military Minelayer.

With 2 K-9's (or the upcoming KX-9 alternate Destroyer version) and a single K-8 docked to it, the K-10 becomes an entirely self-contained battlegroup, complete with the capacity to launch multiple small fighters or combat drones... Say hello to the K-M Megazoid!

Used in this way as one ship, it has immense firepower & survivability, as the docked ships effectively act as bolt-on armour for the K-10 - or you can detach & fly the K-8 & K-9's by remote when in battle, allowing you to employ all kinds of surround & harrass tactics to confuse / decoy enemy fire.

You can also use the large docking ring on the stern of the K-10 to tow a K-7 Advanced Mining Hauler (see my workshop pages) plus any ships you choose to dock to that. The same goes for many of my larger upcoming designs, which will use the same docking ring.

Alternatively you can open a serious can of whoopass on it and dock 2 K-M "Megazoids" together to form the K-G Gigazoid! Now that's some serious hardware!

An unlimited number of additional ships can be daisy-chained to the sides of the Megazoid & Gigazoid - including more Megazoids & Gigazoids. The only limits to how many you can add are the game engine itself and your computers hardware - which will die first?!

Notes on docking ships / thruster damage
================================
If flying the K-10 with other ships docked to it, as mentioned above, certain thrusters may need to be turned off to prevent hull damage.

The K-8 Advanced Military Escort can dock to the K-10's forward docking ring without turning off any thrusters on either ship.

Docking the K-9 Advanced Military Minelayer to the sides of the K-10 however will require that thrusters between the two be turned off. Which thrusters depends on whether you have the K-9 facing forward or aft - and there will be a reduction of lateral thrust as a result.

Daisy-chaining additional ships to the sides of the K-10 may require further thrusters be turned off, depending on what ships you add.

Docking 2 K-10's together using the stern docking rings is perfectly safe.

Docking the K-7 Advanced Mining Hauler to the stern of the K-10 is also safe.

If using your own ship designs with the K-10 you must use your own judgement and turn off thrusters as needed.
For reference, the thruster damage distance is 4 Large Blocks for 1x2x1 Thrusters and 6 Large Blocks for 3x4x2 Thrusters.

Alternatively, use the world settings menu to disable sub-grid damage / damage to blocks on same grid.
Last edited by cptsavarus; 12 Feb, 2018 @ 12:46am
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Nonexistent 23 May, 2018 @ 10:10pm 
Can this land on moons?
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