Space Engineers

Space Engineers

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Rocinante Mk IV
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Type: Blueprint
标签: ship, safe, large_grid
文件大小
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10.294 MB
2024 年 9 月 7 日 上午 4:32
7 月 9 日 下午 2:17
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Rocinante Mk IV

在 Yoghurt 的 1 个合集中
Rocinante
7 件物品
描述
Rocinante Mk IV
Rocinante from the tv-show/book series The Expanse. Formerly known as the Corvette-class light Frigate MCRN "Tachi". No modded parts. Survival friendly.
Please check it out and rate and all that. Would mean a lot if more people see this.

**Updated 09/07/25** See the changelog! ~40% more fuel capacity! 3x more ventral thrust! Can now fly horisontally on every planet! Can now dodge many more projectiles. More aesthetic galley. More lore friendly. Connector in cargo bay to refuel and rearm recon drone. Broadcast controller to warn of enemies, low ammo etc.

Main Features
Dry mass: 429 503 kg. 11 Small Hydrogen Tanks. Enough for ~50 min flight in 1g. Total blocks: 988. Total PCU: 13431. Can escape all planets. Airtight hull. Sloped heavy armor from the front to protect crew and computer. Can do 0-100 m/s in less than 6 seconds dry weight. Closer to 8 seconds with 20 torpedoes on board. Interior is Expanse style like a skyscraper so control the Remote Control to orient the controls correctly. Or use optional correctly oriented seat. Everything is connected to the ship's conveyor system, except the PDCs.

6 PDCs (Point Defense Cannons) Gatling Turrets
Each is connected to an accessible Small Cargo Container which can hold lots of ammo. Can be restocked from within ship by crew. These are not connected to the conveyor system, but that's a good thing actually. It's lore friendly, and it's a task for the crew.

Rail Gun
Spinally mounted facing forward. Can fire on battery power alone, in case the nuclear reactor stops working.

2 Torpedo Tubes
The torpedoes use the WHAM script. Each tube has 1 Welder. Plumbing hidden away in a maintenance duct between decks. Small conveyor supplies it with fuel before launch. On 2x welding speeds in survival, it takes around a minute to reload a torpedo. Opening torpedo doors does not vent ship atmosphere. Can launch during manoeuvers, but be careful until you become familiar with it. Avoid aggressive pitch changes during launch. That can cause the ship to collide with the torpedo as it exits the tube. Yaw is more forgivable and generally safe, as well as side to side movement. The camera lock-on has an initial range limit of 5 km but can maintain locks farther away. Turret guided, 800 m. Beam ride has no limit. I recommend the camera panning mod as that allows the crewman at the Torpedo Weapons Control station to lock on to any target in any direction, even a pursuer, just by aiming a camera, whilst the pilot flys however he needs to. Now supports manual guidance, and remote fire. Use to escort diplomatic targets, or build a big alpha strike of torps before launching at enemy.

Recon Drone
Can be printed from the ventral torpedo tube just by clicking a couple of hotkeys. Features remote control, as well as AI behaviour if you choose to activate it. Has a magnetic plate on the bottom for lifting, tugging, or locking in place. It has four cameras, two front, one down to help align mag plate, and one back to help align connector to refuel/rearm. It has a gatling gun. This is also its way of hacking through doors/walls. It has 2 spotlights. The Recon Drone can be stowed in the cargo bay.

Command Deck and Flight Deck
AKA Bridge, OPS, or CIC. Has Flight Seat for the pilot, and 4 other stations. The stations are specialized to different roles. Torpedo Weapons Control is in charge of the torpedoes and the Recon Drone, printing, targeting, launching, etc. PDC Control is in charge of the Point Defense Cannons. This includes monitoring ammunition stock, manual targeting if necessary. Damage Control monitors ship damage, and oversees repair actions. Sensors and Communications Control handles communications and monitors the ships sensors, such as radar, and cameras. The pilot flies the ship, fires the railgun, and can also launch torpedoes if necessary. Added an optional correctly oriented flight seat, because remote control doesn't have the same support from keen.

Armory and Upper Airlock
Contains guns and ammo.

Medical Bay
Has a Medical Room for all your medical needs, like if you got hit with a lethal dose of radiation, or bullets.

Galley
Fully equipped kitchen, including coffee. Table seating six.

Crew Quarters
Has 7 bunks in three cabins.

Engineering
Features various systems and machines like the basic refinery, assembler, thrust gravity stabilizer, etc. With these, the ship can produce ammunition, and components for repair. The maintenance duct is accessible via ladder from Engineering. It's walkable. It is sealed off with a door. Perfect for stowaways. The duct is connected to the torpedo tubes. You can access the tubes through the duct without grinding anything.

Cargo Bay
First floor, located above the reactor. Features ample cargo space. Can be sealed off from rest of ship so functions as an airlock. Beware of human-protomolecule hybrids trying to eat your reactor.

Torpedo Components
Amount
Component
192
Steel Plate
28
Metal Grid
12
Small Steel Tube
135
Construction Components
11
Motor
65
Computer
16
Large Steel Tube
22
Interior Plate
9
Radio-comm Comp.
3
Girder
6
Explosives
6
Detector Comp.
2
Power Cell
1
Display

Notes
Flip and burn is the most effective way of slowing down. It is easily done by looking at the gimbal down on the right on the HUD. Have the cross be in the middle.

When flying and battling on planets, it can be easier and safer to pilot from Torpedo Weapons Control with camera 2, the starboard one. It's easier to launch torps and not have them crash into the ship because of pitch or forward acceleration. If lauching while horisontal, momentarily disable dampeners so dorsal torp does not collide.

You can walk on the outer hull with mag-boots. Only in some spots on the corners does the field extend out of the ship, there you just have to walk past fast and you can still keep yourself attached.

Some DLC is more necessary than others. Heavy Industry is not. Warfare 1 & 2 are not necessary, just replace weapon racks with lockers, and replace a battery. Sparks of the future has the sci-fi skin which is used. Decorative Pack 1 & 2 & 3, Fieldwork, Signal, and Automatons are pretty crucial.

In survival it takes some effort to build. In creative I saved the subgrids as blueprints with ctrl+shift+b so I could project them too. Write down hotbars in seats/sensors/timers so you can copy the ones that break.

Camera Panning mod is recommended, as well as no armor edges mod, for looks. I also recommend relative speed mod. Something that allows small grids to go a bit faster than large. Torps can leave the tube easier at high speeds, and they are much better at intercepting targets.
7 条留言
Dorian Shea 9 月 22 日 下午 1:37 
Thank you for the runthrough ... Will give that a shot.. it looks magnificent in the video .. will get cracking on it :)
Yoghurt  [作者] 9 月 22 日 上午 10:36 
2/2
Then comes the cumbersome part: the toolbars. I did try to put many things into groups so the hotbars aren't all broken, like for the almost all lights and the LAMP commands. However, it would clog up the control panel too much with groups if I did it for everything. So you need to set the greyed out boxes in the hotbars in seats, and you also need to set up actions in the flight seat, timer blocks, sensors, and event controllers. What I did is, in creative, I wrote down the things I need to set and to what in a notebook. Then in survival I go through that list and set it all right. The process takes me an hour at this point. But I have it written down already, so it would be slower for you.

Only things that interact with things (non-groups) on another grid are gonna be greyed out and need to be set again. That is why I centralized the logic in the central computer, to minimize that. I can write down a guide on what needs to be set and to what, but a bit later.
Yoghurt  [作者] 9 月 22 日 上午 10:35 
@Dorian Shea Start by pasting it in a creative world. Then go look at each subgrid and press ctrl+shift+b. This saves the grid you are looking at, and not connected grids. There are 5 in total: The torpedo launcher adapter, the 2 torpedo conveyor tubes that lead to the torps, and then the 2 up on the armory decks level, behind the walls.

In your survival world. You can build the large grid first with the help of a projector. When that's done, on the 3 hinges, you grind away the large head and add a medium head through the control panel(turn off share inertia tensor when you add heads). Then you put down a small projector and project the blueprints you saved. You should put the projector in a good spot where it's not blocking anything vital in the projection. For the torp launcher, you need to manually put down the conveyor converter first, and then the projector. Weld up the grids. 1/2
Dorian Shea 9 月 22 日 上午 2:51 
I am trying to build this in survival, haven't build a multi grid ship before. How would I go about this. I am pretty new at this but have built a few single grid ships from blueprints. Any help appreciated.
Yoghurt  [作者] 3 月 14 日 下午 4:24 
thank you, kopeng
snapsh0t 3 月 13 日 下午 3:27 
good job, bosmang
Dagonius 2024 年 9 月 14 日 下午 2:37 
Remember the Cant!