Space Engineers

Space Engineers

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ASCV 9547 Expelled From Paradise
   
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Type: Blueprint
File Size
Posted
Updated
465.444 KB
21 Jun, 2016 @ 8:05pm
31 Aug, 2016 @ 8:49pm
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ASCV 9547 Expelled From Paradise

Description
TΔLON
HIGHCOM
ASCV 9547 Expelled From Paradise
1-M Pactor Carrier

/Designed to make an impact/
As optimized as I could make it for lower spec PCs.
Essentially acts as a 100% mobile airfield / interplanetary "helicarrier", with 2 fully mechanical catapults, a fully functional deck elevator in the rear, 2 very long air strips, an internal maintenance hangar and enough firepower to break through a blockade or three (without fighters). This ship can travel between atmosphere and space with attached fighters/cargo, although you should wait until semi full power from all batteries before attempting. Did I mention that it is battery powered? Requires a minimum crew of 1.

When moving the carrier, do not forget to lock down the launchers (hit number 1 in the 1st toolbar in any bridge seat, or hit the associated button beside the catapult) after they have returned to a reset position. Not doing so will destroy the launch mechanism, and cause launch piston damage. To unlock, press the unlock/begin operations button to either side of the catapults. Here is where you will also find the launch button to engage the launch sequence for the associated catapult your standing at, as well as the light switch for the deck lights. One should also make sure the elevator is locked down, however accelerating without doing so will not dmage anything, but will look funny.

Operating the elevator is fairly simple, elevator call buttons are located on both the hangar level and the main deck. The elevator level control is also on the elevator platform, as well as the lock controls.

To land the carrier, it is advised to first scout out a large relatively flat area ahead of time, and then slowly set down on top of it. The landing gear lock, unlock button is located in the main bridge cockpit's first toolbar, along with the landing lights, and the forward spotlights. After doing so, you can turn off the engines (toolbar 9 in the main bridge cockpit), preventing excessive phantom draw on the power system, and thusly allowing the main battery banks to take over and charge up (how you want to charge is up to you (search battery in the control window to access all battery banks)) (Insert HALO 3 landing recreation here)

This carrier also features dual separate jump drive cores. This is linked a separate toolbar at the bridge, allowing for the carrier to make a jump after exiting a jump.

est. 5 000 000 kg carrying capacity in 1.0 standard g.
This means this carrier can carry squadrons of fighters, drones, and or landing vehicles, transports, or a few light frigates.
Yes this should be able to carry one or two powered down frigates.
The lock, unlock buttons for the deck connectors are located in front of the laser antennas above the bridge. Works simply by pressing the button on the side of the connector that you want to lock, unlock. All crew areas are pressurised, permanently unpressurised areas denoted by red doors.

Emergency Features:
Please note, in the event of loss of control to enemy forces, the manual firing controls for the long range cannons are located just beside their corresponding cannon. To access, climb along the outside hull until you reach the respective control panel, and activate when the cannon is pointing towards an intended target.
Emergency Containers are located in the Cryo Bay, in the Bridge, and on the flight deck.

Armaments:
- 8 Forward Facing Rocket Launchers
- 4 Rear Gatling Turrets (AGDs)
- 6 Forward Gatling Turrets (AGDs)
- 2 40km range Forward Facing Coilguns
- A series of decoy blocks

Can also act as a drone carrier, and features fully a functional CIC using some of Whiplash141's codes, stored in a AI storage room

Fully tested in survival mode, very fun to drive around on, and fly.
Uses very few mods.
If subscribers have lag issues due to the systems let me know. I routinely and happily build stuff like this at about 8 fps, and welcome the feedback.

Sister ships in development (Primary Dev phase):
ASCV 9548 Lost Paradise
ASCV 9538 Removed Paradise
ARK 9890 Abyss

Sister ships in development (Full Dev phase):
9894 (Name Pending)
9834 Light Sky
9896 (Name Pending)

*As of April 2018 may update, release to account for year or so vanilla progression in technological development.
Such would feature a full rearm, and system redevlopment from the ground up applying the same frame model.
6 Comments
J4R 4 Jan, 2017 @ 1:27am 
I love the name!!!!
The name is gold!
The ship itself now: I like its function and intended purpose, reminds me of the Cityship Atlantis from the Stargate Universe. The exterior is not bad either, though it looks a bit blocky, but I uess that is for performance reasons.
Also, good luck with your sistership!
Niviryd 25 Jul, 2016 @ 1:04am 
oh wow, either way, good luck, man, glad that you have that much pride in your work.
NYVS  [author] 24 Jul, 2016 @ 1:45pm 
Yes and no to your previous comment, design in my view should not really take that long chronologically, i.e. from conceptual design, to initial sizing, to construction really shouldn't take too long when the design is properly planned prior to. In this case I managed to have most of the ship designed, built to 95% of current design within 3 days. Yes, spending more time on product eventually leads to better quality, but at the same time one should keep in mind the law of diminishing returns. The current issue, bug wise that I am having is within the system integration portion of this carrier as I am sure you may have seen. i.e. in my game it is being pasted with all thrusters off when the save state is with them on. Currently, I am going through each component to find out where I went wrong, as well as optimizing the grid design so that my PC can run smoother.
Niviryd 24 Jul, 2016 @ 1:43am 
sister ship? this sounds especially promising :D and sounds good, just take your time on it, most projects come out better when proper time and care are put into them
NYVS  [author] 23 Jul, 2016 @ 10:19pm 
I will try to update it soon, I should have the remaining bugs ironed out by the time I begin initial 'wet' trials for the sister ship.
Niviryd 21 Jul, 2016 @ 11:22pm 
pistons seem to be working better, you should be able to make that uypdate! in the meantime, I'll be giving this a try, looks promising!