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Ha ha, I also apologize for not playing a long time. I recently returned to Space Engineers, and remembered I never revisited your revised ship. I totally understand if you've long moved on and closed the book on this design. :D
Here are my 2nd thoughts on the Colossus:
I can definitely see which blocks you changed/added -- most of them are still shown in terminal, and not added to their groups (gyros, new thrusters, etc are not saved to the groups you made previously), ha ha. :D (It's OK, easy to add them all)
Great for light role-playing. The wood floors clearly define main paths through the ship. (It caused me to completely miss the door to the lower engineering level, at first) Very simple to navigate the ship. Hangar doors and lights are well done. Environment design in the cargo bay and med bay are really excellent.
I might suggest using a gold/yellow color for the LCDs, light fixtures, and other small blocks with only edges to highlight/complement the fine style suggested by the wood skin floor paths. Nothing too obvious or flashy, just small highlights. I see you used only vanilla assets, so the retrofuture skin with yellow color could not be used here. Something like that would be fine.
Also, perhaps making the larger decor blocks and functional equipment blocks white or similar would make that equipment stand out more and look high-tech. I'm thinking of visual cues like the Star Citizen Origin ships (like the 890) or Microtech planet. But this is a low-priority suggestion. The current silver is already a good highlight, but subtle.
Floors and walls can keep the gray utilitarian colors. Just the medical exam units, medical room blocks, etc.
You could move the two green small cargos together, and cover them with corrugated green light armor panels to make a shipping container, if you like that idea. I've seen people use two half panels on one end to simulate open doors on the shipping container (and provide access to the actual cargo blocks inside). Example how I did it:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2960422983
Whiplash141 has a conveyor conversion mod that will automatically replace all your conveyor blocks with armored conveyor blocks, when you copy/paste the ship once.
Some of the large cargos (the industrial ones) are set in terminal to not show on Inventory screen. Not sure why. While using the Colossus, I set them back to show on inventory, while cleaning up the terminal list a bit.
For RP purposes (and some control redundancy), the ship probably could benefit from 2-4 more flight seats or control stations (the cheaper 50 PCU blocks). This would let other players in MP help to control individual turrets, since the ship's overall slow turning could really benefit from precise player control of turrets. Even a passenger seat somewhere would let the player sit in the ship and use the remote control to fly. The captain's seat is right under the top light armor layer, and I got shot out of the damaged control seat twice due to light armor block deformation damaging the seat. The helm in the hangar is facing the wrong way for flying, and in 3 of the 6 Colossus ships was destroyed in the first half of any fights.
My previous math was really bad. I somehow made a big mistake: this time, I actually tested the H2 tank refill time, and the terminal info says the tanks will take 13 hours to refill 100%. But you have a good number of O2H2 generators. The ship just has soooo much H2 capacity. This is good for long distance travel/exploration and long running fights. With the 8 forward thrusters on 100% override, the ship can sustain 1 hour of thrust, which is great.
I fought a few NPCs again, for fun. Ship is definitely very survivable. SUPER durable to my surprise. Even though all the armor is light armor and 1 layer between internal compartments and space, the ship never prematurely exploded in a fight (vanilla ammo explosions, H2 explosions, or my modded reactor explosions). Just the blast doors over the rear section seemed to be enough to keep it safe from frontal / top attacks most of the time.
The top thrusters were a great addition. Extra 5 gyros helped a little bit.
I fought the ship by constantly turning and aiming the front and top, sometimes slightly one side, toward the enemy NPC ships to show most of the turrets on one side. This was to protect the more important rear and bottom thrusters. I could never get more than about 10 turrets to fire at the same time, however. The rear lower turrets were almost never used.
In creative, I ended up using a series of 6 individual Colossi cruisers to fight two Borg cubes (MES NPC mod) and a series of 4 or 5 Cylon ships (MES Cylon hardcore mod). All NPCs had randomized weapons, giving them a mix of cannons, missiles, etc. (most NPC ships are designed by their authors to only have mostly lighter weapons) Overall, the fights were slow, pounding exchanges of fire, and the Colossus did fairly well even though lots of blocks were steadily blown away. Against maneuverable NPC ships, the Colossus couldn't do anything but wait until they chose to enter range again.
Only late in a fight, when the Colossus was heavily damaged, sometimes an H2 tank would detonate. I never got a critical reactor explosion. Compared to this, each Colossus managed to survive long enough to blow up MULTIPLE enemy reactors in the Borg (I counted at least 8 reactor explosions in one Cube ship), and the Cylon ships that had reactor explosions were 70% annihilated by one reactor explosion. That suggests the Colossus' vulnerable parts are fairly well hidden as long as the front, top, and front-sides are facing the enemy most of the time. I spent most of each fight constantly turning to protect the rear, bottom, and sides.
One of the Colossus ships was rammed in the front side, blowing the H2 tank on that side of the bow. Ship kept fighting just fine otherwise. Another Colossus was suddenly attacked from the rear, and I couldn't turn it fast enough to face the enemy -- the Borg cube blew open the entire stern 30% of the ship, crippling its movement and control.
With the ship's maneuvering, I could not ever line up the bow railgun for a manual shot. And never had the time and space to use the MART turret. Eventually I had to delete the beam block behind the MART programmable block, and added a custom turret controller. I changed the MART program block to a TCES script instead, and automated the railgun turret. I also deleted the extra rotors and cameras, and added a new camera on block directly on the side of each railgun. The custom turret controller can't deal with cameras on a subgrid separate from the intended guns, plus it saved 200 PCU that didn't really do anything.
I also replaced all the conveyor sorters with regular sorters, since they were all set to blacklist and had no active item lists. Reactors, fixed guns, and turrets all automatically draw a minimum amount of uranium or ammo anyway. it's safer to not load them with maximum ammo, in case enemy fire destroys the weapon and explodes the ammo (since the Warfare 2 update).
TUrning the ship was still painfully slow, but now slightly improved. I think it really needs 20-30 gyros to be able to fight reasonably. Also, I noticed that several of the gyros were built on the inner side of external light armor blocks (didn't see where all the gyros were built). One cannon shot will take out those armor blocks and throw a loose 10-ton gyro inside the ship like a wrecking ball.
Solutions are usually to 1) build the gyros on heavy armor or large functional blocks with LOTS of hit points, 2) build the gyros on internal blocks instead of inside external armor layers, 3) spread out the gyros (which I think yours are somewhat, since I did not quickly find a room full of gyros).
Side note: I forgot this ship can't handle planetary gravity, and first spawned it on Mars. :P Using a thrust multiplier mod, I found that it needs about 2.5x current thrust to be able to fly in Martian gravity. Not expecting that, b/c it would be too big a change. Just reference for future ships.
If you're still interested in Space Engineers, I'll check your workshop for any newer projects you've done!