Space Engineers

Space Engineers

OFSV II
54 Comments
Amauros 5 Nov, 2024 @ 11:21pm 
If dontstoplivin doesn't mind, I have built an OFSV II inspired ship that I am naming OFSV III using (quite a few) DLC blocks to give it a bit of an updated look as well as making it a little more survival ready considering how much the game has changed since the mark II was released ~10 years ago. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3360826735
jokerace45 5 Dec, 2017 @ 10:00am 
This is a good but old outdated ship. Please referr to this one. It is modeled after this ship and is a bit newer. http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=447366606
Colorado Dyes 15 Aug, 2017 @ 12:37pm 
All's good. But no oxygen generator. You're most likely dead in the first 10 minutes if you'll be not able to find anything to provide you oxygen from. Also, not much room for expansion
Dark_453 23 Jan, 2016 @ 11:14pm 
@brigadon last updated Dec 2014.... Oxygen was not a Thing then.. so one with brains. would gather the information and conclude its a OLD MOD!! lol
brigadon 23 Nov, 2015 @ 9:41pm 
What is not stated is that this ship does NOT contain any oxygen facilities! Not an oxygen maker, not even any O2 or Hydro bottles.

That means, if you plan on using this (otherwise well designed) ship, you had better expect to die a couple of times while you scrape up what you need, or to cannibalize it a bit
♥- ♿️SCHRAUBiE™♿️ - 10 Oct, 2015 @ 9:03am 
what the fuck? i did not even realise that you can use landing gears on asteroids? After 300 hours of playing... this is sad. i am stupid... -.- thanks for this usefull ship and the lesson!
jokerace45 31 Jul, 2015 @ 8:44pm 
This ship is outdated and seems to be abandoned. Try this ship out.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=447303902&searchtext=
RealBlueVR 16 Jul, 2015 @ 1:54am 
Need oxygen :'D
Raven4K 29 Jun, 2015 @ 5:18am 
yeah and room to add modules to the refinery I would prefer effectiveness modules since they will help for refueling
Shadowdj 10 Jun, 2015 @ 2:36am 
Need to Dx11 and with oxy pls!! ^^ thx
jokerace45 31 May, 2015 @ 8:20pm 
This is a very nice ship i have always liked it from when I first discovered it on a server as a respawn ship. But it has long since lost it's support by it's creator it seems. There is a ship that has been created that was inspired by this ship and is current to the latest SE updates. It is called the "Mosquito" check it out.

I would like and hope the creator of his ship here is inspired enough to update his ship. i would very much like to see what it is like in a new updated form.
XenWolfson 20 Apr, 2015 @ 11:55am 
yeah ETA on o2 triend to O2 it my self but there must be a leak i cant find =D
SILARPHAS 14 Apr, 2015 @ 7:00am 
wow iam impress whit your work , nice ship i just discover it . Eta on o2 ?
jarhead 4 Apr, 2015 @ 6:19pm 
@Toriatrix
If you remove the pistons and rotors then you lose the purpose of the design.

@FUCKBOI
I agree with you. This needs o2 generator and a reserve tank or 2.
jokerace45 23 Mar, 2015 @ 9:06am 
I completely agree that this is the best respawn ship out there. It is very well designed.
Castaigne 19 Mar, 2015 @ 2:51pm 
Any future updates to add a oxygen generator?

Regardless, this is the best respawn ship mod I've tried, may thanks.
Toriatrix 10 Mar, 2015 @ 5:36pm 
The pistons are not safe in mutiplayer. The explode and cause all sorts of damage if you move too fast. And we do like to move as fast at possible.
You could make a new version without the dangerous pistons (and no rotors either =)
Othervise a nice ship setup.
jarhead 26 Feb, 2015 @ 10:02pm 
did that fix it?
jarhead 20 Feb, 2015 @ 2:31am 
forgot to say to edit the <subtypeId> line
jarhead 20 Feb, 2015 @ 2:30am 
Make a new text file "Respawnships.sbc" in a folder "data" and add the folowing (edit for your ship)

<?xml version="1.0"?>
<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<RespawnShips>
<Ship>
<Id>
<TypeId>RespawnShipDefinition</TypeId>
<SubtypeId>RespawnShip</SubtypeId>
</Id>
<DisplayName>Your Ship Name Here</DisplayName>
<Icon>Textures\GUI\Icons\Fake.dds</Icon>
<CooldownSeconds>900</CooldownSeconds> // this line sets timer before respawn in sec
<Prefab>RespawnShip</Prefab> // this line is your ship file name
</Ship>
</RespawnShips>
</Definitions>
jarhead 20 Feb, 2015 @ 2:19am 
the ships text file does not use the "spawnship" line anymore instead you add the name of the ship and a few other bits to a spawn ship file
rottielover 18 Feb, 2015 @ 4:02pm 
Any progress on the fix ?
abordoli 2 Feb, 2015 @ 6:03am 
Question: Does this respawn ship "ADD" to the list of vanilla respawn ships and other "ADD" respawn ships or does it replace the entire list? Thxs in advance.

P.S. I did pose the same question on the page of the earlier version just in case, but you need not answer me in both. Thxs.
Kale_Mercer 24 Jan, 2015 @ 7:20am 
I'm having trouble as well, its not showing up in my re-spawn menu either. Could you upload the blueprint as well?
DerpieDoo 23 Jan, 2015 @ 4:27pm 
I've found my personal issue.. I had to edit the "saved" game and under options there is a MOD button, when I was then able to move it from inactive to active. Hope that helped anyone :)
dontstoplivin  [author] 23 Jan, 2015 @ 9:20am 
I am attempting to track down the issue causing the ship to not appear in the spawn menu. Something has been changed in the way the files have to be setup but I don't know exactly what that change is.
DerpieDoo 23 Jan, 2015 @ 2:58am 
Subscribed, loaded game, suicided. No option for OFSVII .. Am I missing something?
Lmek 14 Jan, 2015 @ 12:35pm 
there is no option for me to start with this ship
dontstoplivin  [author] 10 Jan, 2015 @ 5:31pm 
@xpave, Its a spawn ship mod, not a blueprint.

@ British89, not entirely sure what the issue might be at this time as it's still working fine on my end.
BlackWater 10 Jan, 2015 @ 1:51pm 
Nice work & design, just watched the vid.
British89 10 Jan, 2015 @ 1:13pm 
Same, i think it is broken? I no longer see it as an option to start with
xpave 10 Jan, 2015 @ 1:05pm 
How can i use this ship? I cant see it in blueprints.
dontstoplivin  [author] 1 Jan, 2015 @ 7:20pm 
@ PlasticGeezer, Thx!

@Reptavian, Ah ha, that would explain the bug then, and probably why only some folks might experience it while others don't. Might want to make a report about it in the bugs section on the KSH forums, or add to an already existing report if one is there.
PlasticGeezer 1 Jan, 2015 @ 4:43pm 
Great spawn ship! Absolutely no problems at all. Really ought to be included in Vanilla Survival.
Derp & Junk 1 Jan, 2015 @ 7:58am 
Well I did a bit of reading and apparently there are some issues with spawn ships and pistons/rotors. At the moment of spawn things are sometimes out of sync and can become detatched then or later. Same with the Waypoint GPS mod, the waypoints when you load in to a world are temporarily solid and can damaged things.
No Nōryoku 31 Dec, 2014 @ 10:16pm 
Crikey, it is staggering. I am going to try it out soon, thanks for submitting your lovely contraption.
dontstoplivin  [author] 31 Dec, 2014 @ 8:50am 
@ al-ghore, It will be in the spawn menu of any survival world running this mod.

@ Reptavian, I use tons of mods all the time but this ship was intended to be stock. Also, the "improved" pistons and rotors mod has still not been updated with the new piston and rotor stability that Keen themselves put into SE.
Grizzly 31 Dec, 2014 @ 7:51am 
How do i find this in my world ??
Derp & Junk 30 Dec, 2014 @ 11:10pm 
Actually, and I do understand some people dislike using mods, but have you tried using improved pistons and rotors? Maybe people wouldn't have these issues with ships if they used modded substitutes for buggy parts. I dunno, it would be such a shame to have to abandon such a great design. And I have plans I'd like to build that need pistons and rotors anyway.
doctorkickass 30 Dec, 2014 @ 11:05am 
don't lock the landing gears if you don't want it to become unstable and break off. I only had that happen once and I never use them now.
dontstoplivin  [author] 30 Dec, 2014 @ 8:19am 
@ Reptavian, It would appear that way, unfortunately. I still have not been able to reproduce this bug, so I have no idea what might be causing it. I thank you for trying it out though.
Derp & Junk 30 Dec, 2014 @ 2:25am 
Well I love the design, truly I do, but I keep having issues with it. I'm starting to see now why they want to pull the pistons and rotors from SE. I was going along in Exploration, and when I tried using your ship I had to try again and again to have the pistons not be detatched at start. But then once I got it, a few hours in the left landing gear suddenly lets go and drifts off, I haven't even been using the landing gear! Am I really the only one getting this glitch people? I'm switching to the modded Escape Pod spawn ship, no moving parts to break.
doctorkickass 29 Dec, 2014 @ 3:03pm 
@ dontstoplivin, yes I see what you mean. Also I made a few customizations to the ship using mods such as a larger piston and its amazing how much of a difference it makes with ore yields from just one single bore. The ship is great for exploration mode, has everything needed to explore and find the needed ores to set up a station.
dontstoplivin  [author] 29 Dec, 2014 @ 12:41pm 
@ doctorkickass, nah, its actually missing. Slap a large or small drill on a cockpit and reactor and hit go. No shake at all.
@ Reptavian, Not sure exactly what might have caused this but so far, no one else has reported this problem and I have not been able to reproduce it to find the problem.
@ Chimera, I'll see about it, but the OFSV II is a completely new vessel that shares little with its predecessor, structurally. It would likely be quite difficult to convert the Mk I to the Mk II.
Chimera 29 Dec, 2014 @ 6:45am 
The first version was a must-have! Very well built! Can you post a blueprint version too? I want to upgrade the first version into this one without dying and respawning.
Derp & Junk 27 Dec, 2014 @ 4:59pm 
ROFL seriously please help, I just encountered explody-ness with version 2, but version 1 worked fine! I don't get it. Specifically, all of the piston operated elemants seemed to just detatch and float. I turned my ship, only they did not turn with it. This happened right at spawn. Also, I was seated as a passenger in an offline world? At some point while I typed this stuff just drifted off but not before taking out my gyro, so I can't turn now. Please fix this, it looks like a great concept. In fact, it reminds me of the miners in Homeworld 2. Fantastic design.
doctorkickass 25 Dec, 2014 @ 8:56pm 
Nice Ship loved the old one. Probably no drill shake because mass is 360, small ships its a problem because they like tin foil in the breeze.
Dark Raven Wolf 25 Dec, 2014 @ 2:41pm 
I like This ship
:csgoa:
dontstoplivin  [author] 23 Dec, 2014 @ 1:50pm 
@ Yaddah Thx!

@ Colonel O'Neill Wow, that is quite a thing that the Mk I was one of your first. I hope the Mk II provides as much enjoyment as the first. :)
Haram Bae 23 Dec, 2014 @ 12:03pm 
I just want to say, that your original OFSV was very solid, aside from the banging noises and occasional explosions. It was actaully one of the first mods i ever downloaded for this game, and I look forward to fooling around with the Mark 2.