Welcome to Keen Software House Forums! Log in or Sign up to interact with the KSH community.
  1. You are currently browsing our forum as a guest. Create your own forum account to access all forum functionality.

Auto's Creations

Discussion in 'Community Creations' started by AutoMcD, Nov 24, 2014.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. AutoMcD Senior Engineer

    Messages:
    2,369
    AutoMcD Astronautical

    This fleet is built mostly for civilian purposes. Most have defenses but are not war ships. I prefer to concentrate on being practical in survival, and doing it well. The combat ships I do make will heavily favor defensive roles.

    All ships built for survival. Also my computer is slow, both of these factor into my designs being on the minimal side.
    All ships 100% stock vanilla, no mod parts unless specifically mentioned.

    I started following the guidelines for submitting my ships for explore mode, so expect them to follow similar style/color scheme.

    My Steam workshop: http://steamcommunity.com/profiles/76561197969401323/myworkshopfiles/?appid=244850

    Sabrina (Gemini III)
    [​IMG]
    Interplanetary carrier with some limited base-ship ability for exploration.
    http://steamcommunity.com/sharedfiles/filedetails/?id=579408915


    Prospector
    [​IMG]
    Base ship with mining capability.
    http://steamcommunity.com/sharedfiles/filedetails/?id=469652965

    Franz
    [​IMG]
    Gunship. What I would consider frigate / destroyer sized. Lots of features.
    http://steamcommunity.com/sharedfiles/filedetails/?id=427903062
    http://forums.keenswh.com/threads/autos-creations.7182738/page-3#post-1286748432
    [​IMG]


    Mini
    [​IMG]
    Mini SHIPYARD EDITION.
    http://steamcommunity.com/sharedfiles/filedetails/?id=419136646
    http://forums.keenswh.com/threads/autos-creations.7182738/page-3#post-1286736586

    Hanz
    [​IMG]
    General purpose small ship, SHIPYARD EDITION.
    http://steamcommunity.com/sharedfiles/filedetails/?id=418563814
    http://forums.keenswh.com/threads/autos-creations.7182738/page-2#post-1286735726


    Nomad

    [​IMG]
    Base ship, small. Like a mobile home. (early game / explorer)
    http://forums.keenswh.com/post/show_single_post?pid=1286559713&postcount=30
    http://steamcommunity.com/sharedfiles/filedetails/?id=409268236
    O2 version: http://steamcommunity.com/sharedfiles/filedetails/?id=410507124


    WÜRM
    [​IMG]
    Large Mining Ship. Tunnel style. O2, stone ejection, etc. Check it out.
    http://forums.keenswh.com/post/show_single_post?pid=1286708514&postcount=35
    http://steamcommunity.com/sharedfiles/filedetails/?id=416449096




    DRONES:
    DP:
    [​IMG]
    Defense Point Drone.
    https://steamcommunity.com/sharedfiles/filedetails/?id=527632931
    http://forum.keenswh.com/threads/autos-creations.7182738/page-4#post-1286843276







    Click spoiler to see decommissioned relics!
     
    Last edited: Jan 15, 2016
    • Like Like x 1
  2. AutoMcD Senior Engineer

    Messages:
    2,369
    OUTDATED. PICS PUT IN SPOILERS.

    GEMINI, Assault Carrier
    Creative mode with mods.
    This turned out bigger than I planned on, and it will be the largest ship I ever make. I realize it's not much compared to what some of you have done but my computer can't handle it, and honestly I don't see the purpose in making it any larger.
    Used a few mods. deadtech, control consoles, armor ramps, a few others. all fairly popular stuff, nothing wild.
    THE BUSINESS:
    2 small craft bays, each with a few docking ports, welder+grinders, and defended by an internal gatling turret
    10 external gatling turrets
    4 missile turrets
    4 sniper cannons
    1 missile launcher
    1 12G gravity cannon with 3 connector feeds
    1 gravity shield
    5 large cargo tanks
    2 refineries, 2 arc furnace, 2 assembler.
    Armored. Nearly 9Mil kg
    16 gyros. 56 thrusters. 2 batteries. 1 large and 2 small reactors. internal defense turrets. ore dector, beacon, antennas, all that.
    4MW of Solar. Enough to run everything without draining uranium and even leave the grav shield going.
    Port/Starboard blinky lights. Just cause it's easy doesn't make it less important.
    2 side connector ports which are on sensor activated pistons to make docking with other large ships easier.

    Movement is appropriately sluggish but capable. In a timed 60sec run I got it up to 35, then it took 15 sec to stop.

    I realize the solar doesn't matter in creative but it worked well on the Frontier to conserve Uranium so I'm going to continue with that strategy. I might switch the server back to survival. Just wanted to get something big built first.
    scratch that, I WILL switch it back to survival. There's a specialized welding ship I keep rebuilding and want to share. And mining ships.. building this in creative was fun but I feel like a lot of the game is missing.
     
    Last edited: Oct 1, 2015
  3. AutoMcD Senior Engineer

    Messages:
    2,369
    http://steamcommunity.com/sharedfiles/filedetails/?id=346399910

    Take it for a spin, let me know what you think! :)

    edit: changed from world to just blueprint
     
    Last edited by a moderator: Nov 24, 2014
  4. AutoMcD Senior Engineer

    Messages:
    2,369
    (OUTDATED. PICS PUT IN SPOILERS)

    BumbleBee, my small welding craft.
    This is usually my first "nice" survival ship that I make after the basic small mining craft. Then I use this to make a serious mining ship. I re-made it once again in creative to get a good blueprint. It's a tried and true design.

    Obviously a departure from the grid-o-welders that most people make, I found this to be practical and helpful in large craft and base construction. It fits in the nooks and crannies, surgically dropping the goods and getting the work done. If it looks like the ship equivalent of a precision tool, it's because it is! The grid welders are faster for doing heavy armor outer plating but I typically don't find myself doing a lot of that at once in survival, or if I do then it's a big enough operation I'll build a bigger welder/grinder ship for that part. For the most part I prefer something small and easy to work with, so here you have it.


    2 Large cargo's for space, 2 batteries+solar setup to conserve uranium. 1 reactor for backup power. I typically park it in the sun before logging off and it's good to go, the batteries last a long time. Usually the reactor is a one time use kind of thing just to get it positioned in the sun or docked to the base.

    1 layer of armor provides basic protection, mostly against your own piloting skills trying to get the welder where it needs to be. Last thing anyone wants is a busted cargo tank. 2 guns in case of trouble. Because I'm almost ALWAYS just trying to build..

    Also has antenna, remote ctrl+cam.

    Workshop link:
    http://steamcommunity.com/sharedfiles/filedetails/?id=349216957


    edit- new link. removed artificial mass blocks as they are not needed and a waste of material.

    edit:
    http://steamcommunity.com/sharedfiles/filedetails/?id=349303593

    BumbleBee with auto-follow drone function added!
    Will pull right up so the side cargo port is right behind you, or hop in the cockpit. :D

    Added 2 small cargo for those "side ports", extra reactor because the sensors suck down over 100kw, 2 extra thrusters, 4 gyros, and of course half a dozen sensors. Seems to work pretty well.
     
    Last edited: Oct 1, 2015
  5. AutoMcD Senior Engineer

    Messages:
    2,369
    OUTDATED. PICS PUT IN SPOILERS.

    Drilling ships are like opinions, everyone's got one. Here's mine:
    Much better.
    Workshop link:
    http://steamcommunity.com/sharedfiles/filedetails/?id=346551229
     
    Last edited: Oct 1, 2015
  6. AutoMcD Senior Engineer

    Messages:
    2,369
    Projectors are here. Carriers are obsolete. Stay tuned for something much more appropriate for survival mode. ;)
     
  7. mhalpern Senior Engineer

    Messages:
    2,119
    On the contrary carriers are NOT obsolete, ship printers are merely an upgrade for carriers but it is still important to have built fighters at the ready and have facilities to maintain them, the printer is just extended reserves, if you build your fighters for single use, you will run out of materials quickly, if you keep on repairing and reloading, (which is faster than building from scratch, loading and configuring everything every time you need a fighter) you save materials you will need should you need to manufacture more fighters. Instead carriers have just been made smaller and more practical to build.
     
  8. AutoMcD Senior Engineer

    Messages:
    2,369
    I agree it is better to repair+reload. But I will never build a huge carrier for survival.. This will have a single build+repair bay and room for maybe 4 ships.
    It only takes a few seconds to pump out a new ship if it is lost, I don't see the sense in hauling a bunch of fighters. I tend to attack with tiny drones, the weapons do so much damage I can usually disable defenses with them and pick up the pieces afterwards. And if it's a big enough fight it's easy to pre-build just before attacking, hopefully have friends flying something beefy + drone support.

    With how expensive large thrusters are, it just isn't worth building something that will need several of them just to get out of it's own way. And I don't find the large reactor to be necessary or practical for any ship. MAYBE put one in the base (i believe it's more efficient on uranium?) but they are SO very expensive and I like to have a solid solar infrastructure. Ideally 100% solar power while I am logged out.
     
  9. AutoMcD Senior Engineer

    Messages:
    2,369
    Added auto-follow version of BumbleBee
    http://steamcommunity.com/sharedfiles/filedetails/?id=349303593
     
  10. mhalpern Senior Engineer

    Messages:
    2,119
    I was counting drones as fighters, but more pilots you have the more fighters (or fighter drones) you need ready, you would need enough for each of your pilots plus a few extra, (for a buffer), then your printer. I agree that there is no point in having a huge carrier. And while it takes a few seconds to build new ship, it take 15 minutes to fully charge a battery.
    As far as large reactors go, I see them as a long range deployment solution, reactors on warships are a necessity, because there is no garrentee of the safety of the solar panels, or enough time for them to charge batteries. when you get to a certain size of ship though, gravity drives are recommended to help get up to speed. BTW all reactors share the same uranium efficiency, if power demands call for it, the large reactor can eat up the uranium 27x faster (per ingot) than the small one, providing 27x the wattage therefore = the power. the Large reactor is just 27 smalls in one 3x3x3 and costs as much.
     
  11. AutoMcD Senior Engineer

    Messages:
    2,369
    Good point about the batteries. In that situation I would probably just expect to burn some uranium. It's kind of what I'm saving it for? Not hard to get a good supply going by conserving with solar.
    Most of my large ships get by on less than 10 small reactors, usually just 2 or 4. Not 27! Not even that giant "Gemini" ship uses anywhere near 100MW. And it's kind of a delicate part, really hurts to lose one of those. That's all I'm saying. Too much cost. It delivers, I just don't need that much.
     
  12. AutoMcD Senior Engineer

    Messages:
    2,369
    Gemini II
    [​IMG]

    http://steamcommunity.com/sharedfiles/filedetails/?id=356938929

    My second go at this design, this one is actually MUCH smaller, lighter, and totally reasonable. and totally vanilla.
    It's a deep space support ship, has everything you would need for a base, just not ridiculous amounts of it. It's got light armor and light defense, basically not a military ship. As such is much quicker than I thought it would be.
    fully conveyor connected for survival.

    -Basic drone bay
    -weld/scrap utility area
    -ore drop collectors
    -2 automatically extending dock connectors
    -2 refinery
    -4 furnace
    -4 assembler
    -4 large cargo
    -4 small reactor
    -1 emergency reactor (purposely not connected to conveyor system)
    -16 solar cells w/ some batteries. Puts out ~2MW, plenty for the refineries and stuff
    -1 gravity shield

    ~1,550,000kg
    3.5m/s² accel

    It's intended to rely more on solar than reactor. Batteries should be in discharge state to maneuver at full power. In typical use you can avoid using any uranium at all.
    Crew quarters conveniently placed on opposite side, much less radiation and better view. ;)

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  13. AutoMcD Senior Engineer

    Messages:
    2,369
    Updated Gemini II.

    http://steamcommunity.com/sharedfiles/filedetails/?id=356938929
    (should be same item just updated)

    [​IMG]

    around 320k triangles.
    Removed the extending docking ports, now there are no moving parts.
    50% more blinky lights
    2 battery banks, A and B. Either one can fully power the ship even with reactors off.
    control chair menus set up.
    Front end is _slightly_ different. I was going to add more refinery but changed my mind, decided I had enough things on it.
    Added some ammo, fuel, some materials.

    Please let me know what you think!

    edit:
    [​IMG]
    size comparison, it's rather compact!

    [​IMG]
    updated again..
    there's a landing gear on the bottom.
    a few cosmetic tweaks.
     
    Last edited by a moderator: Dec 20, 2014
  14. AutoMcD Senior Engineer

    Messages:
    2,369
    Formica. It means "ant" in latin.
    small mining ship.

    http://steamcommunity.com/sharedfiles/filedetails/?id=358797618

    [​IMG]
    all stock. ~45k triangles.
    2 large cargo. can run on solar. drills automatically turn on. heavy armor rollcage.
     
  15. Kuu Lightwing Senior Engineer

    Messages:
    1,503
    When I see an antenna like that, I think it's there for ramming :)
     
  16. Latsabb Senior Engineer

    Messages:
    1,019
    Is there a reason that most people seem to stick their antenna's on the outside? Is it for looks? Especially in small ships I see people sinking it in, but leaving the dish exposed. Not knocking the design, and like the look, just curious since it is so common.
     
  17. Kuu Lightwing Senior Engineer

    Messages:
    1,503
    I guess it's because antenna is big... Well and if you ram your ship with forward antenna into an asteroid, you have a chance to only lose antenna. Not sure if it's a big advantage :)
    but with your testing methods it could be ;)
     
    Last edited by a moderator: Dec 20, 2014
  18. Latsabb Senior Engineer

    Messages:
    1,019
    Although that is true, that doesnt help me when traveling sideways. ;)
     
  19. AutoMcD Senior Engineer

    Messages:
    2,369
    lol.. yes large ship antenna is too huge to fit inside that ship, that would make the interior cramped. I put an extra on the front purely because I think it looks cool. There's no docking ports or drills or anything on the front so it shouldn't be an issue, nothing will be that close to the front of it.

    The one on the little mining ship would be easy to tuck in but i haven't managed to bust it off yet. also kind of like seeing it on the outside. But now that you mention it I probably should get it behind the cage or but a backup one on there..
     
    Last edited by a moderator: Dec 20, 2014
  20. Latsabb Senior Engineer

    Messages:
    1,019
    I like a cramped ship. (minus the cockpit) It makes me feel like I didnt make the ship bigger/heavier than needed. :p
     
  21. AutoMcD Senior Engineer

    Messages:
    2,369
    I think I got it about right. It's got some wiggle room so not totally cramped. Engineering level is kinda tight but can access everything. Crew cab has a little more space and extra seats, but nowhere is there any sense of luxurious extravagance, unused space.
     
  22. AutoMcD Senior Engineer

    Messages:
    2,369
    Working on some more small crafts.. These are all stock and in line with my faction color scheme.
    They can be run off reactor and/or battery.

    [​IMG]
    [​IMG]
    From smallest to largest:

    Mini:
    http://steamcommunity.com/sharedfiles/filedetails/?id=361786642
    Your basic budget space car. It's got a seat, cargo, thrusters, and parks well.
    Great for exploring in an area where you don't want to risk much, but need a warm seat to recharge and a little trunk space to throw the tools in.
    13k triangles, 37 blocks, 5,400kg


    Fly:
    http://steamcommunity.com/sharedfiles/filedetails/?id=361823557
    Purely as a ship to make blueprint projection and run it into big welders.
    17k triangles, 116 blocks, 7,300kg


    Spacer:
    http://steamcommunity.com/sharedfiles/filedetails/?id=361905032

    Thinking 'fly' would make a great shuttle but could really use some cargo space, and that "mini" was a little too small.. I put them together.

    Slight increase in size to include a medium cargo container, also included 2 gatlings for defense and a few bits of heavy armor on the cage corners. This should greatly increase versatility for scouting and looting purposes, and general running about. It's your basic utility shuttle.

    100% stock.
    ~22k triangles, 138 blocks, ~11,500kg

    -medium cargo
    -battery
    -remote ctrl, ant, beacon
    -2 gatlings
    -projector. (cockpit menus 2 and 3 set up for getting projection dialed in)
    -2 small reactor

    Tip for docking/undocking these lightweight crafts:
    They generally don't have enough thrust to overpower the connector attraction. You will see connector icon in the control menu, turn connector off and it will let you go freely!

    menu's also set up so once docked, shut off the reactors, thrusters, antenna, and put the batt on charge.
     
    Last edited by a moderator: Dec 25, 2014
  23. AutoMcD Senior Engineer

    Messages:
    2,369
    I've been doing some play testing using Gemini as a mobile base, and also taking into consideration some feedback.

    There will be an update to it coming soon.
    -More reactor and much lower reliance on batteries as there is just not enough solar and uranium is abundant in most situations. Plus I found them to be too expensive to have so many.
    -I realized I had accidentally buried some batteries, double-deep, this is not convenient to projector building. Now the only blocks buried are light armor so if it gets missed then no worries.

    -It's now somewhat asymmetrical, 2 refineries on one side and an extra 5th large cargo on the other. If I keep it symmetrical then it would be 4 refinery+4 cargo. Also added more assemblers. This was to make room for experimental drill rig boom. If I bail on the rig then I'll go to 4 ref / 4 cargo.

    This drill rig uses pistons, so it is a departure from the "no moving parts" ideal and additionally will add a bit of complication to getting it built because of how projectors are. But I've kept the fine-tuning to the first piston so projector will keep it's settings and the rest don't need movement limits set up.

    The drill head "parks" via merge block, so the pistons do not cause trouble and you can fly around normally when not mining.

    [​IMG]
    parked.

    [​IMG]
    extended. It extends about 50 meters.

    [​IMG]
    It's a bit wobbly with all those pistons but seems to work well as long as you don't move while it's extended, move VERY carefully whenever it's not merged.


    [​IMG]
    To build with projector, once the first piston is built you'll have to manually add 5 more in line with it. Extend it a little, add the conveyor, armor, and merge blocks as shown to piston head. Retract to merge back with ship. It should look like the picture. Now you can use projector to build rest of drill head.

    you'll likely need to set up piston group. Also check that the drills are grouped and set up in the auto-turn on sensor on the drill head. I've found that this group sometimes gets lost durings merge/unmerge. I don't understand what's happening there yet but if it doesn't quit then I may have to use connectors instead of merge.. this works better for care-free flying around and projector convenience though.

    to use simply turn off merge block and tell them to extend. drill will automatically turn on. or turn them on manually if you don't trust the sensor/groups yet.
    piston speed: I suggest maximum of 0.2m/s for the whole group. Use the arrow keys to get it just barely under 0.3m/s.
    Remember that this speed stacks 6 times! If you use G menu to increase speed it will go in too large of increment and cause chaos.
    The timer blocks are not used, I added them in hopes I could automate the process so that you simply hit 1 button and it goes then retracts and parks, possibly even with quicker retract than extend, but I feel it's still too buggy for this.


    If you'd like to try it then please do. It's a work in progress so I'll try to include any feedback! Thanks.
    http://steamcommunity.com/sharedfiles/filedetails/?id=366512217
     
  24. AutoMcD Senior Engineer

    Messages:
    2,369
    Updated the Gemini II design.
    [​IMG]
    http://steamcommunity.com/sharedfiles/filedetails/?id=356938929

    Major revision.
    -There are now 4 refineries instead of 2
    -There are 5 Large cargo instead of 4
    -2 assembler, 2 furnace. Used to be 4 Furnace but It's fast enough.
    -Reduced thruster count.
    -Reduced battery count. No more "Buried" batteries for easier projection build
    -More reactors
    -Moved welders and grinders to externally facing wall
    -Moved "self" projector to engineering
    -Added computers. There is a GPS script running and a Stone ejection script.
    -Some cosmetic changes
     
  25. AutoMcD Senior Engineer

    Messages:
    2,369
    I'd like to share a little something I've been working on.
    It's still kinda ugly but done enough that I could use some feedback.

    http://steamcommunity.com/sharedfiles/filedetails/?id=381638476
    [​IMG]

    Frontier is a Mobile Base, much like my other ship the Gemini. While the Gemini is suited for a carrier type role with support from small ships, Frontier is designed to do much of the gruntwork itself, negating the need for an additional large miner for most exploration roles.
    It is also heavier, though triangle count goal is still in the 350k range. It is currently at ~280k.
    All conveyored for survival of course.

    -5x5 drill array on the front that is self repairing.
    -Automatic drill turn-on
    -gravity+collector setup to catch the mining scraps
    -9 large cargo
    -4 refinery
    -4 assembler
    -4 furnace
    -5x6 welder+grinder array for building and scrapping

    The bridge I may close up more but I don't plan on using doors, I like to be able to just fly in and out without hassle. Most of the entrances will probably be this way, I will just toss some interior turrets in and leave it open.

    Really still ironing out the final shape of it and all. Just curious on opinions. I really like how the interior layout turned out, feels like a big ship but not lots of wasted space, easy to run around.

    edit: Also putting the bridge that far forward was no accident, I've learned this from building a few large miners that it's much easier to see what is going on from up there.
     
    Last edited by a moderator: Jan 26, 2015
  26. PyreStarite Junior Engineer

    Messages:
    559
    Looks legit
     
  27. mhalpern Senior Engineer

    Messages:
    2,119
    The Gemini II looks like an over-sized version of the Spirit Drop-ship from Halo...
     
  28. AutoMcD Senior Engineer

    Messages:
    2,369
    http://steamcommunity.com/sharedfiles/filedetails/?id=397822499

    Tristavius did me a favor, my ships from now on will probably require this mod. ;)
    I'll try to include vanilla version too.
    With all these LCD's and rounded armor some new designs are in the works.
     
  29. AutoMcD Senior Engineer

    Messages:
    2,369
    [​IMG]

    UPDATED: Formica
    http://steamcommunity.com/sharedfiles/filedetails/?id=358797618
    same pic, the changes are invisible.

    -Uses conveyor sort block to automatically eject stone.
    -Fixed Auto-drill sensor. Drills start automatically when near asteroid.
    -Additional small reactor on bottom to "jump start" after building.
    (and in case you missed previous update)
    <div>-replaced collectors with more drills. works better this way.
    -updated group/part naming to avoid conflicts when docked

    I have not added any programming blocks to this design, with the GPS and now stock stone ejection I have no need. And don't want to add too many features that are just fluff. But I would consider some way to alert you when the cargo gets full to stop drilling. Any ideas??

    Heavy fighter sneak preview:
    http://steamcommunity.com/sharedfiles/filedetails/?id=407458801

    I'm still trying to decide what the final "look" will be, but this is the concept.
    <div>Heavy fighter / Strike craft.
    This is a large and expensive type fighter that makes use of armor and decoys to help survivability while taking down automated defenses. Lots of thruster to help avoid incoming fire. Cockpit and decoys self repairing. On board projector will help welders even replace what they can. I say "strike craft" because I am designing for offense against automated defenses, not particulary air superiority where a human is smart enough to bomb a load of missiles at the cockpit. But it will be quite capable in evasion and offense, and recovering from moderate damage.

    -Decoys plus heavy armor up front backed by self-repair welders
    -cockpit and some basic essentials also self repairing
    -12 gatlings (2 groups of 6) tightly clustered for anti-turret damage.
    -large thrusters, good mobility for the armor+weight
    -2 reloadable rocket launchers, stacked 180º for tight 2double-shot. ammo is precious and hopefully this hits precise spots hard.
    -2 med cargo. all conveyored for survival.


    Next large ship will be a SMALL base ship with some drills, the type you build first from your spawn ship.
    Functional, inexpensive, efficient. The stepping stone to getting a full sized operation going.
    I'm sort of flopping between this ship and the fighter, depending on my mood.</div></div>
     
  30. AutoMcD Senior Engineer

    Messages:
    2,369
    Introducing the "Nomad".

    I'll prob tweak the paint some but it's basically done.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    http://steamcommunity.com/sharedfiles/filedetails/?id=409268236

    It's a smallish base ship, something reasonable to make in early game. Scrapping spawn ship should get you halfway done with it and basically functional. (just be careful to build the important components first)
     
    Last edited by a moderator: Mar 17, 2015
Thread Status:
This last post in this thread was made more than 31 days old.