Space Engineers

Space Engineers

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[AAi] AS Vakirin - 4020
   
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Type: Blueprint
File Size
Posted
Updated
805.502 KB
21 Mar, 2016 @ 2:14pm
21 Mar, 2016 @ 2:40pm
2 Change Notes ( view )

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[AAi] AS Vakirin - 4020

In 1 collection by CONS
[AAi] Astra Systems Division
6 items
Description
INTRODUCTION
Next gen magcannon heavy armored corvette with foldable wings (check the video). The AS Vakirin is a 3 crew corvette anti capital ship / station with 99% safe torpedo launch and ballast two asset wings. Hydrogen-free




PROJECT BASICS
“There is no perfection, only beautiful versions of brokenness.”
― Shannon L. Alder

The heavy corveTte AS Vakirin is a double experiment. Since now rotors and pistons have the option "safelock" I wanted to try something different even if rotors are made of explodium as you should know. The foldable wings have mainly an aestethic role of landing gears but when closed these mobile appendix covers with it's heavy armor blocks also the side protection role.
The second experiment was to make a short torpedo launcher, even if the debate about torpedoes goes on, I wanted to make my variant. I didn't want use space balls that still susceptible of gravity shield but decided to use mass block... and with it a battery. Mass block deactivates after 4 seconds from launch, doing so the torpedo is relatively immune vs grav shields. Using this aproach however the launch sequence is around a 10s countdown, out there there are grav cannon's that shoot's within 6 secs each torpedo.
Now the sequence: The missile uses a 8 timer sequence where the pilot after aiming loses the control of the ship until the missile is launched. This technique is applied also on foldable wings when them ballast from position A to B. In that way the ship is of course very vulnerable but at the same time, I've reduced the fail modifier to a sort of 1%.


AS VAKIRIN BACKGROUND
To be done



AS VAKIRIN - DETAILS
DX11 ready - Survival ready - Vanilla (no mods)

BASE STATS
This ship is released to the workshop at basic load (ice, uranium, ammo)
(inventory size x10)


  • Blocks: 4020
  • Grid mass: 2.930.000kg unloaded (3.222 tons with ammo's, ice and uranium)
DIMENSIONS
  • Lenght: 92,5m (TOTAL)
  • Height: 45 m (CORE)
  • Width: 27 m (CORE)
  • 8.2ms max forward accelleration (data given with unloaded ship by mmaster lcd, may not be accurate)
PERSONNEL
  • 3x crew
  • 1x fighters pilots
ARMAMENT
  • 9x gatling turret
  • 4x rocket launcher
  • 1x gravity cannon with a torpedo initial mass of 50 tons
STORAGE, POWER & LIFE SUPPORT
  • various timers
  • various programmable blocks (3 used)
  • 1x medical room
  • 3x Cryo chambers
  • 3x assemblers
  • 16x Small Reactors
  • 15x Batteries
  • 4x Solar Panels
  • 25x Small Cargo Container
  • 3x Oxygen tanks
  • 1x Oxygen Generator
  • 2x Jump Drives

Suggested mod for better fps and aesthetycs:
Lordchicken: No edges

SCRIPTS USED
Whip's Autodoor script
MMASTER Automatic LCD

AS VAKIRIN - KNOWN ISSUES
  • If you set the belonging of the ship to: ME. Remember that you have to re-upload also the torpedo blueprint as belonging to: ME into the projector... or it wont work.
  • MMASTER lcd wont start after pasting (since it's set to trigger itself), use timer at tab 2 button 2 to activate it.
  • LCD's may not luminating correctly after pasting the blueprint: just take control of the ship (f on pilot seat), then leave it and everything comes back to normal.
  • The ship start's to tilt w/o any reason, there are no reason behind that crazyness... the ship is very simple and there are not active scripts except the overused and ultra stable mmaster lcd and whip's autodoor going on, I do think it's a bug that in some ways relates to the "safe-lock" option vs center of mass vs a player "inside" different grids... Hope keen's can fix that.
    If the ship start to tilt everywhere, you have to cut & paste again to fix that bug.

Ok that's it... if there is something you don't understand, just ask (I'm not english speaking, so sorry of any typo or mispelled argument)
22 Comments
smokingfent 31 Oct, 2017 @ 2:00pm 
Ok, thanks
CONS  [author] 31 Oct, 2017 @ 5:29am 
The ship is so old doubt It could work as for now, check the quickbar, hit G and Read which timer starts the build and launch process. If it doesnt work, just give up
smokingfent 28 Oct, 2017 @ 4:31pm 
How do I create a torpedo to launch?
CONS  [author] 7 Jan, 2017 @ 6:25am 
I don't know if KSH have fixed it with the last patch. But there is a bug that affect timers, once a stuff with a timer is printed the timer of that printed object forget it's own commands. Seems, that they didn't fix it yet
Jake Raines 7 Jan, 2017 @ 2:03am 
ok so i managed to get everything to work but the merge blocks wont disconect when the gravity launcher turns on
CONS  [author] 7 Jan, 2017 @ 12:32am 
On my world it was set correcty, don't know why on the published version it changes position. Anyway you can set it on the proper position (just match the 2 merge blocks) and you are done.
Jake Raines 6 Jan, 2017 @ 11:56pm 
great ship sept the projector that makes the missle thing projects the missle outside the ship so its kinda broke other wise the rest of the ship works great!!
CONS  [author] 18 Jun, 2016 @ 2:59am 
as usual with KSH... that's why I'm stopping playing SE
braciszek 17 Jun, 2016 @ 4:33pm 
Unfortunately, it seems that time and updates have broken this great ship's features...
VORG 11 Apr, 2016 @ 10:43am 
Very interesting use of small ship blocks on the interior