Space Engineers

Space Engineers

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Bermuda-class and TR3 Survival Assembly Guide
By hvalross
This guide gives an explanation of how Coyote Orbital has manufactured our Bermuda-class ships, including the SCT-02 Southern Gothic, in survival (on the SkunkWorks servers) so that others like yourself might do the same! Included is a broad overview on printing techniques for the main hull of the ship and a detailed set of instructions for how to print the TR3 modular turrets (collection here) on a Bermuda or any suitable ship of your own. If you have feedback for how this guide might be improved, please be sure to let me know = )
   
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Printing the hull
Those with experience building on a large scale in survival will likely be familiar with the classic rotary printer. Here's a picture of the one Coyote Orbital (COY) uses; the spacing of the welders is optimized near-perfectly to print Bermuda-class ships.


Generally the printer should use pistons to pull the projection away from the welders. The design (not including the antenna, which can easily be added later) is about 40 blocks long, so 10 pistons in a line should be enough (more or less). Here is how COY sets up the ship projections on our printers:


Piston speed should be low (generally only 0.005 m/s or so) and the rotor should generally be at less than 1 RPM.

Ship printing is honestly more a (very) imperfect art than any sort of perfect science, so this section of the guide is less detailed; many players and factions have their own processes, and there's nothing wrong with that. One thing worth noting is that most printing methods will still leave some blocks unfinished. This isn't a huge issue with Bermuda-class ships though, as the extensive passageways around the CIC/helm area gives easy, grinder-free access to the few internal components that printers don't build.
Printing the turrets
Hopefully this section of the guide is more helpful. Before starting to write, I logged on to SkunkWorks and completely built TR3 turrets on both sides of a Bermuda which had just been printed, taking screenshots as I went. It took around 30 or 40 minutes from start to finish.

On a Bermuda, or any ships of your own, the mounts for rotor turrets should look like this:



First, build a conveyor junction and then a projector on the rotor head.


Then go into the projector's terminal menu and select the LTR3 BASE blueprint if you're building the left side turret relative to the ship, or select the RTR3 BASE blueprint if you're building the turret on the ship's right side. For both sides, the projector settings that align the blueprints properly are exactly the same.


The projection can be welded up by hand, but I prefer to use a welding ship like this one by moving its welders inside the projection and then gently backing away.


Once that's finished, the projector can be ground down and replaced with a double-sided catwalk. You'll also need to grind down the hinge head. I prefer to remove the blast door blocks on either side of the hinge as well (it makes the next stage easier) but this is only optional.


In the terminal menu for the hinge (named either LTR3 Hinge Elevation or RTR3 Hinge Elevation), press the button to add a small head. After welding it up, build a conveyor frame and then conveyor junction on the hinge head in the configuration shown.


On the front-facing side of the conveyor junction, place a heavy armor block and small grid projector. This projector will be placed in the exact same way as the first (large grid) one from earlier.


Go into this projector's terminal menu and select the LTR3 ARM blueprint if you're building the left side turret relative to the ship, or select the RTR3 ARM blueprint if you're building the turret on the ship's right side. For both sides, the projector settings that align the blueprints properly are exactly the same.


I used the same welding ship to build the turret arms as well.


After welding up the turret arm, you can add the blast door blocks and decorative letters back if you chose to remove them.


This process is exactly the same for both left and right turret "variants". Once one is done, repeat the steps for the other.
Setting up the turrets
The Southern Gothic's workshop blueprint is already equipped with a programmable block using Whip's Turret AI Slaving Script, and its rotors are named properly. If you're adding TR3 turrets onto a ship of your own, I recommend copying the custom data from the Southern Gothic's programmable block and pasting it in the custom data of the programmable block on your ship set to run the same script. Also make sure that the base rotors of your ship's turrets are named similarly to those on the Southern Gothic.

Check the groups on the ship with "Turret Group" in their names and make sure they include the designator turret, hinge, rotor, and all 14 rocket launchers. You can read more about how the turret groups work on Whiplash141's workshop page, which I linked above.

Finally, set up the salvo group. It's easy--just search "reloa" in the terminal and select all the reloadable rocket launchers on both turrets using Ctrl+A. Then add them to a new group named "TR3 Salvo Group".


Finally, select both hinges and make sure to turn off the hinge lock.


Well look at that! You're good to go!