Space Engineers

Space Engineers

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Acclamator-class Assault Ship (2 Mods + DLC)
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28.149 MB
2 月 5 日 下午 11:12
2 月 6 日 上午 5:01
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Acclamator-class Assault Ship (2 Mods + DLC)

描述
Mod.io version is available here.[mod.io]

"Victory? Victory you say? Master Obi-Wan, not victory. The shroud of the dark side has fallen. Begun, the Clone War has."
(c)


History

Republic Assault Ship, Clone Battleship, Peacekeeper or simply - Acclamator-class. Built by Rothana Heavy Engineering, these ships jumped straight into fire and were the stars of Republic's showdown on Geonosis along side the LAAT's and AT-TE's they were carrying. Used throughout the whole war, these ships delivered countless clones and their vehicles to battlefields where they were most needed. Having outstanding hyperdrive and competent armament, they were a tough catch for the Separatists. Acclamators could also engage smaller CIS warships, but it was advised to keep them away from large battles, or at least put them into rear echelons of the formation. Eventually the Acclamator II was developed, but with Venators being in full production - "new" ship just didn't find it's place in the fleet.

Once the New Rule came, Acclamators continued their service under the Imperial banners. There was simply no good replacement on the horizon - and frankly, Empire didn't even seek one. Most troops and their equipment were delivered into battles on Imperial Star Destroyers, while Acclamators became valuable "second line" assets. It was rather common to see Acclamators transporting recruits, civilians or even inmates, with many ships being converted into mobile prisons and transporting some of the galaxy's most feared and dangerous cons. Rebels use of captured Acclamators was never confirmed, and remains highly unlikely.

Pros: large carry capacity for both craft and personnel, decent armament, ability to land on planets, ridiculous upward thrust and status of the only ship capable of carrying Juggernaut family of vehicles.
Cons: lacks thrust in all other directions besides up, and presence of subgrids makes this ship rather susceptible to clang.

Tech Data (In-Game)

Capacity:
Look up the Loadouts and Crew sections
Survival Ready:
Pressurized Interior
Fully Connected Conveyor System
No Thruster Damage
11 External Airlocks
3 Docking Arms
20 O2/H2 Generators
69 Large Fuel Tanks
804 Gyroscopes
Atmosphere Rating:
Up to 1.0Gs
Fuel Needed To Escape 40 km 1G Atmosphere:
~20%
Propulsion Type:
Vanilla Large Hydrogen Thrusters (216)
Landing Gear Type:
Magnetic Plates on Hinge-operated arms
Power Type:
Vanilla Large Reactors (3)
Armament:
Dual Laser Turrets (14)
Dual Turbolaser Turrets (12)
Quad Turbolaser Turrets (12)
Fixed Heavy Proton Torpedo Launchers (4)

Crew

Pilots:
80
Marines:
96
Engineers:
32
Gunners:
0
Officers:
15
Captain:
1
Total:
224

Loadouts (In-Game)

-
Early War Ground Assault
Mid-War Mixed
Fighters:
V-19 Torrent (14)
V-Wing (7)
ARC-170 (2)
Bombers:
-
BTL-B Y-Wing (8)
Gunships:
LAAT-I (16)
LAAT-C (6)
LAAT-I (8)
LAAT-C (6)
Shuttles:
Nu-class (3)
Rho-class (3)
Heavy Vehicles:
HAVw A6 Juggernaut (2)
HAVw A6 Juggernaut (2)
Total Craft:
41
36
Total Crew:
72
71

Size (In-Game)

-
Large Grid Blocks
Meters
Length:
169.5 bl
~423.75 m
Width:
101 bl
~252.5 m
Height:
43 bl
~107.5 m

Mods Used

Mod Name
Reason For Using
Consequences of Not Using
To give this model large and stable hangar doors (subgrids - bad).
You will loose all hangar doors, but model itself will remain in tact and pressurized.
To equip this model with movie-like armament.
You will loose all weapons (obviously), but you can replace them with anything you want.

Additional Notes
  • Programmable blocks are turned off by default to improve performance. If you still desire to use them - access the terminal and toggle the group "Programmable Blocks" on.
  • Note that Loadouts section includes only craft secured via Connectors, and thus it does not include stuff like AT-TE's and TX-130's. How many of those can fit? No clue, so as many as you'll be able to stuff per square inch.
  • Before deploying landing gear, always make sure to retract LG Doors first (Piston group).
  • Yes, this thing can stand on it's landing gear... technically. Having that big of a ship just bounce on it's feet is not the best idea though, so I would advise lowering gear, touching the ground, re-enabling Dampeners and turning the ship into station. This way it will be a lot more stable. Perfect area for landing - various ice fields.
  • Just like with Venator - real bridge is embedded into the hull for better protection. Lore-accurate bridge is more or less decorative.
  • Also like with Venator, hangars are not pressurized. Because A) you don't need hangars to be pressurized, and B) game wouldn't let it happen anyway. This thing already has problems with constant pressurization failures despite the area being completely sealed.
  • I know people are going to beg for Republic paint scheme but meh, I don't feel like doing it. And having a gray ship (which is still accurate to AotC, mind you) means that Empire fans can also have an assault ship in their arsenal as well.

References
  • Attack of the Clones (2002) - General geometry, most of the outer detailing, side ramps
  • Republic Commando (2005) - Bridge, proton torpedo bays, gunnery stations, data cores, corridors
  • The Clone Wars (2008-2019) - Bottom hangar opening



I planned to post Acclamator on Friday, but I somehow managed to get a little bit ahead of schedule, yipee... Will post a little bonus build in a couple of days as well, so see you again pretty soon.
18 条留言
Alec R.  [作者] 10 月 7 日 下午 1:05 
@Revan I did see the video a couple of days ago. I like his interpretation a lot, but I literally have zero time to spare for SE now. Sorry.
Revan 10 月 7 日 下午 12:35 
Will you make the Cr-20 ship? I belive EC henry made a good realistic inturpetation to it
Alec R.  [作者] 10 月 6 日 下午 4:43 
@AceColtonCook If I recall correctly, I was keeping it at or below 10m/s. But yeah, I am not a big fan of tapping "C" like a maniac either, and alternatively you could try controlling it through thrust override for vertical lift Thrusters - I should have left those on the toolbar 2 or 3 I believe. Technique there would be to start with maximum, then find the spots where it lifts and descents respectively, and switch between them. It should work, but I can't remember if I've tried it in practice.
AceColtonCook 10 月 6 日 上午 9:54 
How did you descend slowly enough to where it didn't break through? I tap the lower thruster slowly.
Alec R.  [作者] 10 月 5 日 下午 11:08 
@AceColtonCook Breaks through as in digs/destroys or lags right through? If it's former - well in theory it shouldn't do it on a slow-enough approach. At least it didn't in my testing. If it's the latter - can't really do much, as it's SE's unsolvable physical shapes limit BS at that point.
AceColtonCook 10 月 5 日 下午 5:27 
This thing is such a chonky boy that it literally breaks through whatever planet you're on when you use the landing gear. I tried Titon, it broke through the ice. I tried Pertam, it slid through the sand. Lol. I'm not sure if it's supposed to do that, but it's VERY chonky.
itzliam001 8 月 11 日 上午 4:04 
its really awesome that it could be a mercenary ship for any faction even the empire
KiloMeister 2 月 11 日 上午 11:35 
God, even the steam page is immaculate! I'm astounded at how quickly you're pumping out banger after banger.
Alec R.  [作者] 2 月 9 日 上午 6:20 
@Elekdrag Sorry, but no. I don't want to post pointless doubles. Worlds are for worlds, blueprints are for blueprints. DLCs aren't even that expensive.

@Bastion [Godzilla1808] It would literally be just a different paint scheme, which again, would result in a pointless double, and I really don't want to make new set of screenshots for it. Maybe I will add projectors with different paint schemes to be applied through "Paint Jobs" SE plugin, but that's about the most I'll do.
Astro Hunter [Godzilla1808] 2 月 9 日 上午 5:37 
Curious do u think u could customize the acclamator to be a open Circle Fleet varient for it?