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.

 

Praetorian-class Carrier (Scale 1:3),

 

Since the 1:2 scaled version is beyond playable, I've started on a fresh build with a 1:3 scale to see if I can make it work properly. I mean come on, 250m should be feasible to run....

 

I've created this build with the concept in mind that it's mostly used by Khetarian Corporate Forces, meaning it's got a dedicated management section complete with reception, offices and board room, which can be locked down separetely. Regarding the lockdown, I'm setting it up so each lockable section has its own lock and unlock timers, which can be triggered independently or via a central lockdown timer.

 

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. Therefor this part mainly consists of 3 main areas

- The Hangar with forward and rear entry

- The Maintainance Bay which is connected to the Hangar with 4 airtight blastdoors andd a pair of personnel airlocks

- The Cargobay/Production plant which is connected to the Maintainance Bay.

The hanggar system is set up so the interior blastdoors can only be opened, if the outer blastdoors are closed and vice versa to prevent depressurization of the whole area. This is achieved by a central "depressurize hangar" timer, which will activate/deactivate the respective set of blastdoor timers. This will go as far as each action will activate/deactivate the corrsponding buttons on the hangar control consoles, so the user will have only those valid buttons available.

 

Dev notes

- Identify & label all components (Button panels, etc)

- Setup scripts & displays, especially for:

-- Cargobay Inventory

-- Bridge & CIC Screens

 

Progress log

[DONE] Consider replacing battle cannons with mexpex weapon mod.

[DONE] Finalize lockdown mechanics

[DONE] Add a detention center

[DONE] Adopt light gray color from 0.5:1 scale version, more accurate to original.

[DONE] Reinforce connection between engine blocks and main fuselage.

[DONE] Deactivate Elevator timers, while Hangar is depressurized

[DONE] Complete Lighting

[DONE] Add heavy armor to critical areas

 

2019-10-27: Updated various blocks. With Keen releasing a new decorative block pack there is a load of elements that need replacing, mainly the formerly grinded down catwalks which I'm relacing with the new grated catwalks and stairs, as well as the new armored window blocks replacing the old combination of windows and doors for shutters. This I'll be doing on all my builds. including ones I already released.

2019-10-22: Replaced Battlecannons with Mexpex weapons pack, added a few more defensive cannons.

2019-10-13: Finalized Lockdown system, updated outer hull color, added a detention center, started program & display setup, various other optimizations

2019-10-03: Finalized Hangar lock/unlock system, reinforced the CIC with heavy armor.

2019-09-29: Numerous updates to various interior bits, finalized Lighting, improved lockdown system, remodelled rear section of maintainance bay.

Inferno-class Cruiser (Scale 1:3.3)

 

(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 scaled-down version which should be properly useable.

 

Dev notes:

- finalize lighting

- Identify & label all components (Button panels, etc)

- Add Detention center

- Improve handling. Heavy armor makes the ship pretty slow and clunky

 

Progress log

[DONE] Reduce some crawlspaces

[DONE] Replace the bright armor with heavy armor (in progress)

 

2019-10-27: Replaced various blocks with the newly released decoration DLC blocks.

 

Seraphim-class Battlecruiser (Scale 1:2)

 

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

- Add heavy Armor to critical sections

- Thought: Move production to rear of the ship for protection. Fill up front with non-critical contents

- Derive the correct color tone from XWA textures

- Improve performance:

-- Find out what causes the atmosphere leak in the engine section!

-- Reduce lighting in maintainance sections. Light emitted from machinery should suffice.

-- Reduce crawlspaces

-- Close off the large engine area

-- Try to reduce conveyor system complexity:

- Add more weapons

- Consider replacing battle cannons with mexpex weapon mod.

--> Replace Little David with Tellion batteries?

 

Hangar Redesign
- Add collectors to hangar bay, link to refineries 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....).

 

Progress log

[DONE] Get rid of rotors in reactor chamber.

2019-10-27: Replaced various blocks with the newly released decoration DLC blocks. closed off some superfluous crawlspaces

- Started to reduce some of the excess crawlspaces. Still a long ways to go...

 

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

- Rethink the various interior areas, lots of wasted space.

--> Relocate production plant further back, move less essential areas to the front.

- Optimize Lighting

- Add Decoy block to fin

- Make sure ship is refuelable
- Convert Ops-Lobby to CIC / Battle Bridge, add protection.

- Replace small grid holotable with DLC-block.

- Use either Mexpex or Battle Cannons mod to replace weapons.

 

Progress log

[DONE] Make fin inaccessible (or only via a small maintenance port).

2019-10-27: Replaced various blocks with the newly released decoration DLC blocks.

The Crimson Countess (Scale 1:2)

 

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.

 

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

- Complete Battle Bridge Console

 

Progress log

[DONE] Place Mess Hall furniture

[DONE] Place Dormitory furniture

2019-10-27: Replaced various blocks with the newly released decoration DLC blocks.

2019/08/03: Implemented DLC blocks within mess hall and crew quarters

 

Phoenix-class Battlecruiser (Scale 1:5.3)

 

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.

- Reduce Crawlspaces

- 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.

--> OR repurpose the mirrored hangars into Thruster packs so atmospheric flight might yet be possible.

 

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

- Widen parts of the bow section (Arrowhead)

- Add an airlock/dock to the port side of the hangar section.

- Idea: Make upper deck "rounder"

- Flesh out Engineering section

- Flesh out Production section

- Flesh out crew quarters

- Add weapons