Space Engineers Builds

Same as the OPT WIPs just for Space Engineers. Stuff I am or have been working on to be released on the Steam Workshop at some point.

 

Seraphim-class Battlecruiser (Scale 0.5:1)

 

The Seraphim was the first ship ever I attempted to recreate in Space Engineers, with mixed results. It took more than one attempt to get it right and to scale - just to realise a 1:1 scale version with full interior would be gamebreaking. So I left that one as a setpiece and went for a 0.5 scale version.

 

So, for this one I can finally go crazy on the interior. Since the ship has - lorewise - been in parts designed and constructed by a deranged AI I kinda picture its interior like a mad scientist's fever dream, dark, claustrophobic, almost like the guts of some infernal beast, easy to get lost in. However, since the AI's degrading was a process over time, parts of teh shpi will still be juuuuust fine.

 

Dev notes:

- Find out where that atmosphere leak in the back comes from!

- Add more weapons

- Get rid of rotors in reactor chamber. I think they only eat performance.

- Try to reduce conveyor system complexity:

- Make "functional" areas (engines, gyroscope farms, etc.) inaccessible

- Add more dedicated crawlspaces. "Mad scientist's fever dream"

- Conference room: Replace small grid holo table with DLC blocks.

--> 3 Holo tables + Timers to switch between holos.

 

Hangar Redesign:
- Add collectors to hangar bay, link to arc furnaces before transport to cargobay

- OR: Add collectors to upper deck, either near the landing pad or the forward production section (maybe around the forward airlock....).

 

Inferno-class Cruiser (Scale 0.3:1)

 

(Image is a placeholder)

While I've started an already scaled down version long ago, I figured it would not be working properly as a playable ship due to its size. Therefore I've created an even further scald-down version which should be properly useable.

 

Dev notes:

- finalize lighting

- Add details to those big rooms

 

Harker-class Frigate (Scale 1:1)

 

This one has gone through numerous iteration, one of which spawned a totally new ship of its own. The model itself was based off a WIP for the Sinicyan Empress-class Dreadnought which never got too far in development (kinda fitting to its lore story XD)

 

Dev notes:

- Recolor black parts
- Optimize Lighting

- Make fin inaccessible (or only via a small maintenance port).

- Add Decoy block to fin

- Make sure ship is refuelable
- Add a battle bridge, but where? Convert Ops-Lobby?

- Replace small grid holotable with DLC-block.

- Modded Weaponry version:

-- Replace forward missile launchers with Little Davids

-- Replace gattling turrets with Vulcan turrets

- Rethink the production area

-- only 2 refineries, laid out horizontally to open up space for another upper deck.

 

The Crimson Countess (Scale 0.5:1)

 

The Sinician Countess Destroyer is something of a hidden predator. While its outward appeareance suggests it to be a frigate or area superiority vessel, a half concealed heavy mass driver cannon on its ventral side provides it with a powerful weapons that can easily tear through the shields of enemy vessels. A small lateral hangar bay offers space for a small number of fighters for additional cover.

 

This is a 0.5 scale port of the original model. I'm aactually quite happy with how it turned out shape wise.

 

The interior is still a work in progress and I'm stil having trouböe to get the mass driver to fire as I intend it to (projectile too slow).

 

Dev notes:

- Complete lighting in Engineering section (Side Rooms)

- Complete lighting in Production plant

- Complete lighting in Lower Cargo Hub

- Setup program blocks

-- Ship Diagnostics

-- Automatic LCDs

-- Artificial Horizon

-- Door Closer

- Create Mess Hall furniture

- Create Dormitory furniture

- Complete Battle Bridge Console

 

Praetorian-class Carrier (Scale 0.3:1)

 

Since the 0.5 scaled version is beyond playable, I've started on a fresh start with a 0.3 scale version to see if I can make it work properly. I mean come on, 250m should be feasible to run....

 

For this revision I've also developed the idea that basically the entire lower portion of the ship would be a vast cargo/production area, connected to the hangar.

 

Dev notes:

- Add heavy armor to critical areas

- Scripts & display setups

- Complete Lighting

- Add small grids or DLC blocks for details

- Finalize lockdown mechanics

- Add a self destruct?

Phoenix-class Battlecruiser (Scale 0.19:1)

 

Like other entries, this is a further scaled down version to allow any form of playability. For this one I have tried a bit of re-shaping for the wing section, incorporating an idea I had for the model revision.

 

Dev notes:

- Flesh out Engineering section

- Add Heavy Armor bits

- Flesh out Production section

- Flesh out crew quarters

- Add weapons

- Apply more interesting colors

Revision: Patriot Frigate 2 (Scale 1:1)

 

An old build that could do with some revising.

 

Dev notes:

- close off/reduce "arms" section, reserve for conveyors and make accessible only for repairs.

- use heavy armor for critical/thin sections.

- Add CIC for combat

- Idea: Mirror modular hangar vertically so there's 2 on either side. Remodel the arms so they extend horizontally instead of pointing upwards.

- Make ship atmosphere-capable (somehow....)

 

PL-58 Corporate Cruiser (Scale 1:1)

 

This was one of my first large builds in Space Engineers, to get to learn the ropes. With no speciffic reference in mind, just going by the general ShiCon Dynamics design traits I came up with a design somewhere between a Trinity-Corvette and a Phoenix Cruiser.

 

The first iteration was named PL-58 Erebus, though over time I became unsatisfied with the weird and impractical interior layout so I pretty much gutted the thing leaving only the outer hull and started over fresh.

 

Dev notes:

- Idea: Make upper deck "rounder"

- Flesh out Engineering section

- Flesh out Production section

- Flesh out crew quarters

- Add weapons

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