Space Engineers

Space Engineers

Not enough ratings
[AutoMcD] Solar Bear
   
Award
Favorite
Favorited
Unfavorite
Type: Blueprint
Mod category: Exploration
File Size
Posted
919.586 KB
15 Oct, 2017 @ 6:31pm
1 Change Note ( view )

Subscribe to download
[AutoMcD] Solar Bear

Description
Survival, Vanilla. Starter ship that can be build ENTIRELY from the planetary lander spawn ship that is capable in both atmosphere AND SPACE.

It is mixed grid, it was the only way to make such a craft with the limited resources. The main holdup was actually grids (cobalt) but I eventually came up in short supply of silicon as well. Had thousands of steel plates and motors left over.
Obviously in normal survival finding more ore is part of the game but this was a challenge to stick with ony what can be sourced from the planetary lander spawn ship.

https://www.reddit.com/r/spaceengineers/comments/75cdkz/starter_ship_buildoff_youre_been_formally/


Instructions to build in survival:
Since this is mixed grid, you'll need to subscribe to both the large grid and small grid portions.

Large grid portion:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1170851955

Small grid portion:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1170852625

1. Build projector, preferably off something powered such as planetary lander battery. Arrange projection to overlap the large projector at the rear of the craft.
2. Build the ENTIRE large grid portion. You will have to use assembler to disassemble steel plates and convert iron to interior plates and so on.
3. The advanced rotor is the attachment point. Grind off the head and use menu to populate small head. Safety lock it.
4. Build conveyor block on the small head with the large ports facing up/down/left/right. The small ports vertically arranged facing front/back. (see last picture I uploaded)
5. Place projector on the front face somewhere on the right or left side (not on the ports). Use this to load small grid projection.
6. Arrange projection so that the large conveyor ports line up.
7. Build small grid portion. You might turn up a few glass blocks short on the solar panels, prioritize computers with the silicon.
8. If the flight seat menu does not populate, here is setup:
1. Control RC

That's it. You must use RC to control this craft because everything is on the small grid. RC menu will have the rest.

RC menu:
1. (group) H2 thrusters toggle on/off
2. (group) H2 thruster cruise toggle on/off (these turn off just the brakes so you can efficiently cruise around)
3. Camera front
4. (group) Batteries recharge toggle on/off. for when you need to charge them no nonsense.
Beyond that it's connectors, landing gear, etc. It all actually stayed in the RC for my test, set it up how you like. it's a relatively simple craft.

It is not a fast craft. It's slow, heavy, and barely makes it to space. This is like the common man's RV version of a space ship, not high performance but you'll still get to see the mountains.
It won't get to space if you mash spacebar with H2 on, you have to toggle the group on/off to throttle them as necessary. Keep it in 90-104 meters per second, only use H2 when necessary. As gravity drops below .25G you should see H2 actually filling up faster than you use it, assuming you packed some ice for the trip. That's what the front drills are for! Easy fillups and rolling rocks. I made it to space fine in my tests but I was only hauling 150k of ice, I suggest you don't load up a full load if that's where you're going. Get to zero G then do your mining!

9 Comments
AutoMcDonough  [author] 19 Oct, 2017 @ 5:27pm 
Speed module actually fine, just more weight to deal with going to space. Only the efficiency modules break it (they need grids). I originally had a version with the refinery fully moduled and assembler having 3 (7 total) but it really was a lot of extra weight, made going to space more difficult.
UberMacro 19 Oct, 2017 @ 3:37pm 
Having that screen free... hmmmm Wico script?
UberMacro 19 Oct, 2017 @ 3:36pm 
What I did was move the RC back a couple of blocks and placed an Oxygen Generator on top of the Conveyor Junction, works fine that way. At the back next to the projector, I popped an Assembler Speed module on to fill the empty space. Of course those changes probably break your design challenge.
AutoMcDonough  [author] 19 Oct, 2017 @ 7:33am 
So they just fixed the artificial horizon not showing when using RC. This frees up the left screen as the artificial script no longer needed!
AutoMcDonough  [author] 18 Oct, 2017 @ 3:16pm 
Glad to hear it! I've had the O2 issue too, even just being NEAR a ship. It'll be fixed Soon(tm).

I didn't even think about the dang bottles! I just spun the generators around to what made them fit conveniently. I'll take a look at it, perhaps by chance one of them has the large port facing the right way and I can label it accordingly without changing the design much.
UberMacro 18 Oct, 2017 @ 1:01pm 
Of course as soon as I post this the Oxygen issue goes away. I set up TIM to put ice into all the generators, maybe that solved it somehow.
UberMacro 18 Oct, 2017 @ 12:58pm 
So a couple of small things, one I can't explain.

Oxygen in the cabin reads High on my HUD on the Alien planet, but opening my helmet leads to "O2 Low" and choking.

The other, the Oxygen Generators have no large port connection to the large block portion of the ship, so from thecryo chamber or any accessable port, you can't put oxygen or hydrogen bottles in them to be filled?

Other than that, the build was smooth like silk following your directions. The alien spiders gave me all the computers I could ask for also! :)
AutoMcDonough  [author] 18 Oct, 2017 @ 12:08pm 
It occurred to me that there's an empty spot on the large grid next to projector, with careful setup you might be able to totally transfer battery from the planetary lander.. just be careful to rename grid and claim ownership. I usually start entirely new grid just to be safe from the lander de-spawning on me.
UberMacro 17 Oct, 2017 @ 10:28pm 
This looks like a cool challenge. Starting a new survival game now to try it out.