Space Engineers Setpieces

These are some huge builds, way too big for their own good....

Seraphim-class Battlecruiser (Scale 1:1)

 

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 realize 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.

 

I'm still keeping the 1:1 scale version around and am likely going to flesh that one out a bit more to act more of a set piece rather than a flyable ship. Will post screens of that one at some point :)

 

Dev notes:

- Add more detail to exterior model

- Derive correct color tone from XWA textures

- Since this is a setpiece I might as well add some armor ramp mods to get rid of the jagged edges.

- Reduce interior to set pieces, connect with simple corridors

-- Bridge

-- Quarters

-- Hangar

-- Medbay

-- Production

-- Engine room

-- Detention Center

- Idea: Have corridors run along window lines.

- Replace little david broadsides with Tellion batteries.

- Add little david batteries to "upper" broadsides

 

SBS Traquia (Scale 1:20)

 

OK with the 1:10 version being a bust, let's try something more pc-friendly. I've started on a new one scaling it down by another 50%. With almost 700m it's still a humungous ship but may therefore turn out playable.

 

For this build I've decided to use some weapon mods, especially to emulate the devastating fusion cannons, for which I'm using the Atlas Superlaser mod.

 

Dev notes

- Finish model duh!

- Use small LCD screens to simulate windows

- Not convinced this will work as a playable craft. Probably recllassify it as setpiece.

 

Praetorian-class Carrier (Scale 1:1.6)

 

The first port of this one to Space Engineers is a nice looking performance killer. Scaled at around 60% I had hoped to make it fully explorable, yet had to face reality fairly soon that at that scale it wasn't playable with a sim speed beyond 20%.

 

So for now I'll convert that one into a set piece, meaning clear out all the interior safe for a few exceptions - bridge, hangar, etc.

 

Dev notes

- Recolor parts blackened by the change of ingame color palette system.

- Derive correct color tone from XWA textures

- Add more detail to outer hull.

- Reduce interior to set pieces, connect with simple corridors

-- Bridge

-- Hangar

-- Medbay

-- Quarters

-- Production

-- Engine room

- Idea: Have corridors run along window lines, setpiece rooms inbetween.

- Scrap model and make a 1:1 scale setpiece.

 

Titan-class Battleship (Scale 1:3.3)

 

The Space Engineers port is still a work in progress. This build is scaled down to 50% of its original size (and still I need to think of how I can improve performance. 

 

This is also the first time I'm using mods, namely the Battlecannon mod to better resemble the original model's heavy cannon emplacements.

 

Dev notes

- Recolor parts blackened by the change of ingame color palette system.

- Add a proper CIC

- Add more color variation

- Complete Crew Deck

- Optimize lighting

- Remove the rear airlock between the engines. No point in that thing being there.

- Optimize path around the forward hangar. Pretty confusing right now.

 

Performance improvements:

- Simplify conveyor system

- Undo the disconnectable pod thing. Instead repurpose the lower extension as a docking and refueling/resupplying port.

- Make pressurized rooms smaller, reduce number of decks

- Reduce interior to set pieces, connect with simple corridors

-- Bridge

-- Quarters

-- Hangar

-- Medbay

-- Production

-- Engine room

-- Detention Center

 

SBC Warrior (Scale 1:10)

 

The Iteration for Space Engineers is probably one of the most radical ones of all my ports, since I had to rescale the entire model down to 10% of its original size to make it even remotely playable. At the same time I wanted to keep certain set pieces as true to the original as possible, which, among other things resulted in the bridge module being "slightly" out of scale to the rest of the ship. I'm trying to streamline the whole thing to make it look somewhat ok. That being said, this one's still a long ways to go.

 

Dev notes

- Interior sections: Use only setpieces

-- Bridge

-- Hangar

-- Quarters

-- Engine room

-- Medbay

-- Detention center
- Rework main cannon/s, replace with Atlas superlasers

 

Main Hangar:

- Expand the sideways launch bays and make those areas the actual hangar entrance. to go along with the HD revision of the model.

- OR Make a large inside hub, analogous to the HD remodel.

- OR do something totally different.

 

Progress log

2019-07-15: Switched from  battle cannons mod to Mexpex weapons pack.

 

Phoenix-class Battlecruiser (scale 1:3.3)

 

Same story as with most other big WIPs. Even though scaled down to a third of its size this one is still huge, which is why I've also started a smaller version to have something flyable. A 1:1 scale version is, at this point, out of question.

 

Dev notes

- Close off funcional areas (Engines, gyro farms)

- One central blastdoor between hangars

- Staircases in blastwalls

- Reduce interior to set pieces, connect with simple corridors

-- Bridge

-- Quarters

-- Hangar

-- Medbay

-- Production

-- Engine room

-- Detention Center

Inferno-class Cruiser (Scale 1:2)

 

This one's going to be interesting to make. Size-wise the build is about as big as the 0.5:1-scale Seraphim though a lot bulkier... There goes the sim speed I guess.

 

Dev notes

- Scrap model and make a 1:1 scale setpiece.

 

The Inferno II (Scale 1:3.3)

 

This one's fairly old, from a time where I didn't fully understand the game mechanics, which shows in the way it's been built. Still a long way out until release....

 

Dev notes

- Replace "white" light armor with heavy armor

- Reduce interior to set pieces, connect with simple corridors

-- Bridge

-- Quarters

-- Hangar

-- Medbay

-- Production

-- Engine room

-- Detention Center

- Update Scripts

Sinicyan Matriarch Battlecruiser (scale 1:4)

 

Not sure how this one is going to turn out. Interior is still in an early stage.

 

The forward facing "wings" are pretty much just gyrosphere farms with some conveyors for weapon placement. The actual interior takes place in the midship section, revolving around the various hangar bays. For design aesthetics I'm thinking of leaving parts of the machinery sections semi-open and un-vented. Whether or not I'll make them accessible I have not yet decided, I'm already getting lost inside as it is.

 

Dev notes

- Rework lift system, way too confusing atm.

- Reduce interior to set pieces, connect with simple corridors

-- Bridge

-- Quarters

-- Hangar

-- Medbay

-- Production

-- Engine room

-- Detention Center