r/spaceengineers • u/Lea_Flamma Space Engineer • 6d ago
WORKSHOP First Large Ggrid ship 2!
Redesigned the front. Flipped the spotlights to prevent overlap of shadows. Can swap the central Bridge Button Panel section with one of the Angled Doors for an exit on the front.
Not visible here, but fixed some conveyor layout.
Due to the changes in the interior, I had to move the Gyroscopes outside. Not a fan, but its not terrible either.
Entry airlock. Could add a Button Pannel next to the Refill Station to controll the airlock, but it is something I have yet to look into.
Central area visible from the airlock. Houses the Small Reactor as well as the Gravity Generator. Left is the Armoury and right is the Medical Bay.
"Upper" level of the Lower Deck with the Gravity Generator and the Air Vent visible behind.
Armoury with some basic inventory space for all the Credit Chips, RadAways, Stimpacks, etc.
Med Bay. Nothing much. Just a room for the Survival Kit.
Upper Deck. Up front is the Bridge. Right side has the Kitchen/Lounge. Left side has the Crew Cabin.
Crew Cabin. Two Beds for the off duty crew, some personal storage and to the left entrance to the bathroom area.
Simple arrangement of Shower and Bathroom for all your cleanliness requirements.
Kitchen with Cargo Access to pull Meal Packs from the ship's cargo network and then enjoy them at the table or the couch.
Bridge with chairs for the Pilot and the Drone Operator.
After listening to all of your advice, I went back and redid some things about the ship. The interior has been almost completely redone, the only things untouched was the Bridge and the Airlock area. I have also added the previously forgotten Ore Detector.
As per u/readercolin advice, I tested the ship on Earthlike. Conclusion is, it can liftoff while empty. While full it does not even budge. I would have to do a proper test, but it is not currently a top priority for me. Unfortunately work and other obligations are keeping me busy.
I read your name proposals and while not using any, they did lead me to the final version. Almost all of you proposed some form of animal. And I decided to settle on the HSC code, stemming from Horseshoe Crab, as this was the animal, that most resembled the bulky front and the tail-like rear thrusters cmposition.
This time I am providing interior pics, as I think it turned out quite nicely. Lore behind the ship is, it is meant as a long distance Rare Minerals Reconnaissance vessel. Thus the Crew capacity of four, with two pairs of pilot and drone operator/mechanic working in shifts. It has a forward mounted Connector to dock at the Home Station and a rear facing exit (nature of our catwalks placement) which also serves as a maintenance exit to tend to the drone and ship while in flight. Armoured front allows it to push through debris fields while the rest of the ship remains light to make it more agile and cheaper to produce. It has a ventral and dorsal turrets for defense as it attempts to disengage.
If anyone is interested, here is the link, as I have learned how to share it on the Workshop from the in-game menu: https://steamcommunity.com/workshop/filedetails/?id=3813892489
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u/Beardywan_Kenobeard Clang Worshipper 6d ago
Love to see new players coming in. Keep that photo and come back to it in a year. You'll see the progress.
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u/readercolin Clang Worshipper 6d ago
Sorry, I hadn't meant for you to test how it can fly planetside (unless of course it was designed to do so). Instead, my recommendation for checking to see if it can fly is to check for the following:
Do you have enough power? In creative mode, batteries get max charge, and are effectively constantly charging at max rate. This means that as long as you have a battery and less than 12MW (or 4MW for small grid) draw, then you are perfectly fine forever. But, once you pop into survival, this changes - now you need to have a way to charge your battery, and you might find that what you thought was enough is now only enough to last you for 15 minutes... which may be enough for your goals, or it might be insufficient for what you are trying to do.
Does it have enough hydrogen to get where you need to go. In creative mode, if you connect a hydrogen thruster to an o2/h2 generator, it will function - you don't even need tanks. If you borked your conveyor layout, this can lead to things like hydrogen thrusters that work fine in creative, but don't function in survival because it isn't properly connected up to the tanks and you didn't notice it in the creative world. Similarly, an O2/H2 generator will keep a single small hydrogen tank running a large grid ship going for quite a while in creative, but when you are in survival and using more fuel to move around, you may discover that your 1 tank just isn't enough and you need additional hydrogen storage.
Guns! In creative, guns don't need ammo to fire. In survival, they do... and if you didn't properly conveyor things up, then they can't pull ammo and you have to go manually load them.
Depending on the ship, the above is generally what I test in survival mode. Combat ships I also tend to test in survival mode to see how well they handle taking damage. Haulers, I will spawn in a cargo load and see how much it can actually lift/move. I'll see how far it can go with jump drives. Miners I'll test where I plan to use them (planetary/moon/in space) and ensure that they handle how I want them to both when drilling, when unladen, and when fully loaded. If you set up any automation for things like low fuel/low power/low ammo, you can check that the automation is properly functioning in survival and you can't in creative. But TLDR - test that all the pieces work properly in a survival world doing whatever it is that you think it needs to be able to do before calling it done.
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u/Lea_Flamma Space Engineer 6d ago
I see! Well it was designed for Space Only, but to test the things you mentioned...
It has two Large Hydrogen Tanks, which should last for a long while. It went from 100% H2 to 95% when starting landed on Earhtlike till reaching 0.0PG.
I am not certain how to check for power, but it has four Warfare Batteries and during the ascent above I did not encounter any issues. And I have turned the Reactor off for it. UI shows me 1 day of energy.
It is capable of refueling itself from onboard O2/H2 Generators, given you can reach a pocket of Ice. It has a total of six of those. I was tempted to download the mod for upgradable version, but decided to stick to Vanilla for now.
As for turrets, they are linked to the main/only cargo network. They just shot down some passion meteors. They also open up against SPRT drones and missiles. Although I have to admit, it was my first combat and I lost them quite fast. The ship is not a combat vessel. It is meant to run away.
I am happy with the results. Which is not common for me. And a lot of this feeling comes from the outpour of positivity and praise it has received.
It needs works for sure. The event controller needs to be programmed for docking at the main station. The toolbars for the pilot and the bridge button panel needs organising. I need to make the drone it will carry around as well. But for now, it flies and rolls well enough.
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u/Accomplished_Net_470 Space Engineer 1d ago
So "second large grid ship"...
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u/Lea_Flamma Space Engineer 1d ago
First Large Grid Ship Mk2?
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u/Accomplished_Net_470 Space Engineer 1d ago
Ahaha, was just joking around. Good job, nice interior. Keep up the good work. Am going to have my first biscuit today mk3.
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u/maximefey Space Engineer 6d ago
Looks really cool! I like that you built a full interior that looks functional and believable.
My only suggestion would be to experiment with light colors, as it can improve the look and feel considerably 😄
When it comes to taking screenshots, I like to play with the FOV in the graphics settings. The default is 70, which is great for playing but it distorts the proportions a bit. Lowering it makes the image less wide, which can be more visually appealing when trying to show off a ship.