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Silenius Foundation Projects

Discussion in 'Community Creations' started by SileniusFF, Apr 18, 2016.

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

    Messages:
    116
    Hey there!

    After spending countless hours in SE building stuff thought i'd share some of it. Won't be great number of projects
    probably, as i spend lot of time just trying to improve and polish stuff. And that goes on until i lose interest.
    Or sometimes even finish few of them ;)
    So basically its my vanity thread:p

    Automated Fueling Station SF-FS-MK1 "The Barrel"
    World workshop link

    Background

    This idea was born, when i saw brilliant Octopus autominer by Pennywise.
    So i wanted to try and build sort of automated mobile refinery at first, but after seeing how hungry
    hydrogen thrusters were things changed a bit.
    Kept slowly tinkering with the idea until got it working (mostly).



    Overview
    (Apologies for lousy resolution - hardware limitations):


    Silenius Foundation goal was to create fueling station that meets the following:
    * is automated
    * requires minimum maintenance
    * located outside gravity well
    * accessible to large ships

    Fueling Station "The Barrel" SF-FS-MK1
    - Length: 105 meters
    - Width: 105 meters
    - Height: 77,5 meters
    - Fuel pumps: 4
    - Hydrogen: 50 tanks
    - Oxygen: 20 tanks
    - Hydrogen & Oxygen generators: 8
    - Solar panels: 28
    - Batteries: 10
    - Ice storage: 4 containers
    - Pressurized Control Station
    - Regular and laser antenna
    - Direct and remote control & monitoring
    - Automated energy saving mode

    Mining Station "The Pit" SF-MB-MK1

    - Length: 50 meters
    - Width: 32,5 meters
    - Height: 82,5 meters
    - Solar panels: 26
    - Batteries: 5
    - Ice storage: 1 container
    - Regular and laser antenna
    - Direct and remote control & monitoring
    - Automated energy saving mode
    ---------------------------------------------------------------------------------------------------------
    How it works:
    * Octopus drills ice and drops it off at mining station.
    * Mining station then transfers ice to orbit using gravity lift.
    * Fueling station collects and refines ice to Hydrogen and Oxygen.
    * Ice transfer cycle Octopus->Mining Station->Fueling Station repeats itself once started.

    General notes
    Fueling Station is in orbit and Mining Station on Mars Ice Moon surface.
    In order to keep the floating object count under 50, miner pauses while ice is launched to orbit
    and resumes when ice is transferred.
    Its not the fastest way to get hydrogen, but once started you don't have to do anything.
    It will take some time to fill the station.

    Stations are solar & battery powered. To extend battery life energy saving features,
    like turning off gravity fields, screens, oxygen etc. when not in use/player not present, are active.
    I did tests with 2 hour sun cycle and batteries lasted many days.
    When Mining Station remaining power falls under 20%,
    station pauses ice collection and transfer till batteries are recharged.
    ---------------------------------------------------------------------------------------------------------
    Scripts & blueprints used / credits:
    Brilliant Octopus mining robot by @Pennywise
    http://steamcommunity.com/sharedfiles/filedetails/?id=619449097

    Extremely cool automation tool - Easy Automation Script by @The Linking Tinker
    http://steamcommunity.com/sharedfiles/filedetails/?id=566270789

    And of course "Space Engineers standard screen management solution" - Configurable Automatic LCDs Script by @MMasterSK
    http://steamcommunity.com/sharedfiles/filedetails/?id=403921671
    ---------------------------------------------------------------------------------------------------------

    How to use
    If you'd like to try it, here is more detailed explanation how it works and about known problems.
     
    Last edited: Sep 5, 2016
    • Like Like x 3
  2. SileniusFF Apprentice Engineer

    Messages:
    116
    Expedition Vehicle SF-EV-MK2 "The Baby Bat"
    Workshop link

    Silenius Foundation planetary expedition vehicle is designed
    to be delivered to its destination by dropship
    (SF-DS-MK1, currently in production & testing phase)
    and operate independently on surface.

    Mark 2 went through minor hull design changes to improve terrain handling
    and software upgrade for easier vehicle management.
    It is the first vehicle foundation has released for public use.
    Vehicle carries small atmospheric flier and mini-rover, both to be released soon.



    --------------------------------------------------------------------------------------------------------
    General
    - Length: 55 meters
    - Width: 47.5 meters
    - Height: 17.5 meters plus clearance
    - Weight: 900.5 metric tons

    Vehicle management features
    - Power management controls for energy-saving modes
    - Drive mode management controls for terrain handling
    - Compass & GPS navigation
    - Wheel welding system for automated on-site repairs
    - 4-point jacking system
    - Adjustable ramp

    Other features
    - Batteries: 2 (plus 1 extra slot)
    - Solar panels: 18
    - Backup reactor
    - Forward and backward thrusters for improved terrain handling
    - Cargo: 7 containers
    - Ore detector
    - Refinery: 2 effectiveness modules
    - Assembler
    - Regular and laser antenna
    - Aft & front cameras
    - Defense: 8 Gatling turrets
    - Oxygen generator and tank
    - Pressurized cabin
    - Medical bay
    - Cryo chambers: 2
    ---------------------------------------------------------------------------------------------------------
    Disclaimer
    Silenius Foundation assumes no liability for anything. Silenius Foundation will not accept returns or exchanges.
    Once you buy it - good luck selling it. This product can at times involve substantial risk of personal injury, mental breakdown,
    property damage and other dangers. Dangers include, but are not limited to exploding pistons, rotors and landing gears,
    general Clang intervention and other unexplained phenomena.

    ---------------------------------------------------------------------------------------------------------
    Credits/scripts used
    Planetary compass + coordinates calculator by @Pennywise
    https://steamcommunity.com/sharedfiles/filedetails/?id=558981481

    Easy Automation Script by @The Linking Tinker
    http://steamcommunity.com/sharedfiles/filedetails/?id=566270789

    Configurable Automatic LCDs Script by @MMasterSK
    http://steamcommunity.com/sharedfiles/filedetails/?id=403921671
    ---------------------------------------------------------------------------------------------------------
    General notes
    This is by far my longest project in SE - been tinkering with it since planets release ;)
    As wheels are tricky and their behavior changes often i re-tuned settings over and over.
    It seems hard to find really universal settings. For its size and weight the vehicle turned out surprisingly
    okay to drive. Thanks to relatively wide track and short wheelbase its pretty stable and hard to flip (of course doable if you slide it at 300 km/h ;)
    Steering sometimes feels bit off, but i found that wheels+gyro combo is better anyway.

    If you'd like to use it, few tips just in case
    --- Automerge ---
    Atmospheric Scout SF-AS-MK1
    Workshop link

    Silenius Foundation short range atmospheric scout is designed primarily
    to be used with expedition vehicle SF-EV-MK2 "The Baby Bat"

    It is simple lightweight flier with main function to scout for passable terrain
    and nearby resources.
    Scout is also capable of carrying limited quantities of minerals and equipment.
    With minimal defenses it is'nt meant to be flown into dangerous areas.



    ---------------------------------------------------------------------------------------------------------
    General
    - Length: 6 meters
    - Width: 4.5 meters
    - Height: 3 meters
    - Mass: 12 500 kg
    - Range: min 200 km (with full charge in 1G using Cruise Mode and minimal cargo)

    Features
    - Flight mode management controls for energy efficiency
    - Batteries: 1
    - Cargo: 4 containers
    - Ore detector
    - Antenna
    - Front & landing cameras
    - Front & landing lights
    - Defense: 1 Gatling gun
    - Oxygen tank

    Flight mode management
    - Flight Mode
    Unlocks landing gear and connector, turns on thrusters, gyro, dampeners, gatling,
    oxygen, lights and cameras.

    - Cruise Mode
    Backward thrusters off, altitude sensor on, tries to keep at least 50m altitude

    - Parking Mode
    Locks landing gear, switches off thrusters, gyro, dampeners, gatling, oxygen,
    ore detector, lights and cameras.

    - Recharge Mode
    Locks connector, switches off thrusters, gyro, dampeners, gatling, lights, cameras
    and sets battery to recharge and oxygen tank to stockpile.
    PS! Make sure other connector is lined up and switched on.

    ---------------------------------------------------------------------------------------------------------
    Scripts used / credits:
    Easy Automation Script by @The Linking Tinker
    http://steamcommunity.com/sharedfiles/filedetails/?id=566270789
     
    Last edited: Jun 9, 2016
    • Like Like x 3
  3. SileniusFF Apprentice Engineer

    Messages:
    116
    Mini Rover SF-MR-MK1 & SF-MR-MK2
    Workshop link
    Workshop link

    Silenius Foundation mini rovers are designed primarily
    to be used with expedition vehicle SF-EV-MK2 "The Baby Bat"
    They are small lightweight battery powered vehicles for scouting nearby resources.
    Rovers are capable of carrying up to 2 passengers and limited quantities
    of minerals or equipment.

    Mark 2 is heavier vehicle with longer wheelbase, gatling turret and slightly
    increased cargo space.



    ---------------------------------------------------------------------------------------------------------
    General

    SF-MR-MK1
    - Length: 5.5 meters
    - Width: 5.5 meters
    - Height: 2 meters plus clearance
    - Mass: 7 196 kg
    - Cargo: 11 containers

    SF-MR-MK2
    - Length: 6 meters
    - Width: 5.5 meters
    - Height: 2.5 meters plus clearance
    - Mass: 8 012 kg
    - Cargo: 14 containers

    Features
    - Drive mode management controls for energy efficiency
    - Batteries: 1
    - Ore detector
    - Antenna
    - Oxygen vent
    - Defense: Gatling turret (SF-MR-MK2 only)

    Drive mode management
    - Drive Mode
    Releases hand brake, unlocks landing gear and connector, turns on gyro,
    dampeners, oxygen and lights.

    - Parking Mode
    Turns on hand brake, locks landing gear, switches off gyro, dampeners,
    oxygen, ore detector and lights.

    - Full Cargo Mode
    Similar to "Drive Mode" with adjusted suspension and power settings.

    - Docking Mode
    Smaller turning radius, higher clearance and power for maneuvers inside
    Expedition Vehicle

    - Recharge Mode
    Locks connector, switches off gyro, dampeners, lights, oxygen
    and sets battery to recharge.
    PS! Make sure other connector is lined up and switched on.

    ---------------------------------------------------------------------------------------------------------
    Scripts used / credits:
    Easy Automation Script by Coren
    http://steamcommunity.com/sharedfiles/filedetails/?id=566270789

    Configurable Automatic LCDs Script by MMaster
    http://steamcommunity.com/sharedfiles/filedetails/?id=403921671
     
    • Like Like x 1
  4. tankmayvin Senior Engineer

    Messages:
    2,864
    I really like the design of the Baby Bat!
     
  5. SileniusFF Apprentice Engineer

    Messages:
    116
    Thank you!
    Looking back i spent way too many hours tinkering with it :D
     
  6. Krougal Senior Engineer

    Messages:
    1,012
    Nice work!
    Any plans to release the automated fueling and mining stations?
     
  7. SileniusFF Apprentice Engineer

    Messages:
    116
    Thanks!
    Sure i can upload fueling and mining station if there is an interest :)
    Will take few weeks probably as currently i'm away from my gaming computer.
    Also have to check if updates haven't broken it and figure out wether to release it as world or blueprints.
    There are timings which are dependent on exact distance between stations (that is ice chunks travel time).
     
    Last edited: Sep 5, 2016
  8. SileniusFF Apprentice Engineer

    Messages:
    116
    It took longer than expected - summer and SE updates make bad combination for workshop uploads ;)
    Finally managed to get it working and published.
    Updated the first post with links and descriptions.
     
  9. SileniusFF Apprentice Engineer

    Messages:
    116
    Another thing have been tinkering with. Wanted to create small grid vehicle for cargo hauling (which would be cheaper to build than large grid version).
    Quite happy with it - truck itself is only ca 27 000 kg and managed to carry over ten times its weight. In real life that would be quite a truck ;)

    Cargo Hauler SF-CH-MK1 "The Ant"
    Workshop link

    The Ant is simple battery powered vehicle for transporting minerals and equipment on moderate terrain.
    Hauler is capable of carrying up to 470 000kg of cargo.



    ---------------------------------------------------------------------------------------------------------

    General
    - Length: 10.5 meters
    - Width: 9.5 meters
    - Height: 3 meters plus clearance
    - Mass: 26 773 kg
    - Maximum recommended cargo mass: 470 000 kg

    Features
    - Drive mode management controls
    - Batteries: 1
    - Thrusters for improved terrain handling
    - Cargo: 16 containers
    - Aft cameras
    - Antenna
    - Oxygen generator & vent

    Drive mode management

    - Drive Mode
    Releases hand brake, unlocks and turns off connector, turns on gyro,
    dampeners, oxygen and lights.

    - Parking Mode
    Turns on hand brake, switches off gyro, dampeners,
    oxygen and lights.

    - 25% Cargo Mode
    Similar to "Drive Mode" with adjusted suspension and power settings.

    - 50% Cargo Mode
    Similar to "Drive Mode" with adjusted suspension and power settings.

    - 75% Cargo Mode
    Similar to "Drive Mode" with adjusted suspension and power settings.

    - Full Cargo Mode
    Similar to "Drive Mode" with adjusted suspension and power settings.

    - Recharge Mode
    Locks connector, switches off gyro, dampeners, lights, oxygen
    and sets battery to recharge.
    PS! Make sure other connector is lined up and switched on.

    ---------------------------------------------------------------------------------------------------------
    Scripts used / credits:
    Easy Automation Script by Coren
    http://steamcommunity.com/sharedfiles/filedetails/?id=566270789

    Configurable Automatic LCDs Script by MMaster
    http://steamcommunity.com/sharedfiles/filedetails/?id=403921671
     
    Last edited: Sep 12, 2016
  10. SileniusFF Apprentice Engineer

    Messages:
    116
    It's been a while and i still play SE. This game is hard to let go indeed.
    Time to post something brand new.

    Automated Communication Satellite Deployment Vessel sounded like absurdly important name ;)
    Anyway it is a ship that deploys solar powered sun tracking comm satellites. Will work in survival and creative.
    Hopefully soon on workshop with proper descriptions/credits and instructions.

     
  11. SileniusFF Apprentice Engineer

    Messages:
    116
    As welder ranges are fixed again it was time to upload something to workshop :)

    Automated Communication Satellite Deployment Vessel SF- SDS-01
    Workshop link



    Designed for building deep space communication satellite chains.
    Once set up and loaded, ship will fly automatically deploying satellites on the way.
    While it is technically possible to stay on board during deployment route, it is not necessary.

    Satellite SF-RS-08 is solar powered satellite with sun tracking.
    Satellite starts automatically after deployment and orients itself to sun.
    Re-orientation happens in 10 minute intervals.

    Can be used with (optional) Monitoring Station Module SF-MSM-01:
    Workshop link
    ---------------------------------------------------------------------------------------------------------
    General
    - Length: 40 meters
    - Width: 20 meters
    - Height: 17.5 meters
    - Mass: 352 tons
    - Welders: 7
    - Cargo: 11 containers (1x Inventory Multiplier = components for 6 satellites)

    ---------------------------------------------------------------------------------------------------------
    Scripts used / people without whose work this would not be possible (Thanks a lot for Your scripts!!):

    Easy Automation V2.0 Script by Coren
    http://steamcommunity.com/sharedfiles/filedetails/?id=694296356

    Standardized Intergrid Communications Script by Velenka
    http://steamcommunity.com/sharedfiles/filedetails/?id=848977094

    Fancy Ruler Script by Blargmode
    http://steamcommunity.com/sharedfiles/filedetails/?id=862033168
     
  12. SileniusFF Apprentice Engineer

    Messages:
    116
    Probably everyone and their dog in SE has an opinion about wheels.
    Some love them, some hate them and some wouldn't touch them with a ten foot pole.
    Since i had not really built vehicles to be used on "roads" and wheels act very differently on blocks (as opposed to voxels),
    i kept tinkering.

    With application of some proper 2077 space age technology for down-force (there is no aerodynamics in the future),
    you'll have 8 ton super-cars, which accelerate from 0 to 300 km/h (186 mph) in ca 2,5 seconds and brake in 15 meters :woot:

    (Looked up F1 figures: 0 to 300 km/h (186 mph): 8.4 seconds and from 200 km/h (124 mph) to a complete stop in 65 meters).

    In comes Clangville Circuit - racing track with timing system.
    Hopefully on workshop SoonTM ;)

     
  13. Hale Trainee Engineer

    Messages:
    78
    Those race cars look sweet!
     
  14. SileniusFF Apprentice Engineer

    Messages:
    116
    Thanks!
    They look bit more like something built for drag racing than circuit, but that's SE dimension/mass balance ;)
     
  15. Hale Trainee Engineer

    Messages:
    78
    They have function over form aesthetic. I can appreciate that. And looking at your video, they seem to be functioning really well.
     
  16. SileniusFF Apprentice Engineer

    Messages:
    116
    And Clangville is released :)
    More details in workshop description.

    Clangville Circuit - racing track with timing system
    Workshop link




    No mods. Works in creative (and survival if desired).
    Timing system can track up to two cars simultaneously, timing each independently.
    World upload has track and two sets of cars, designed for Clangville Circuit.
    -----------------------------------------------------------------------------------------------------------------
    General
    - Length: 5,722 km
    - Direction: Anti-clockwise
    - Turns: 19
    - Elevation above sea level: 365 - 388 meters
    - Track modes: Free ride, Training, Race
    -----------------------------------------------------------------------------------------------------------------
    Scripts used / credits :
    Easy Automation V2.0 Script by Coren
    http://steamcommunity.com/sharedfiles/filedetails/?id=694296356

    Automatic LCDs 2 Script by MMaster
    http://steamcommunity.com/sharedfiles/filedetails/?id=822950976

    Whip's Image To LCD Converter by Whiplash141
    https://forums.keenswh.com/threads/tool-whips-image-to-lcd-converter.7393443/
     
  17. Hale Trainee Engineer

    Messages:
    78
    Flipping the car at corner 2, i learned that these cars have enough downforce to drive on the underside of the track!
     
    • Funny Funny x 1
  18. SileniusFF Apprentice Engineer

    Messages:
    116
    Yes, they do :D
    In the "tunnel" it happened to me countless times. And if you flip the car in open track, it may fly many kilometers :p
    This car needs some time to get the feel of it. Just take it easy at the corners first and accelerate when exiting the turn.
    Also, I personally found that first person view helps to feel the speed better.
     
  19. SileniusFF Apprentice Engineer

    Messages:
    116
    Another addition for Clangville released :)

    Track Car Mk3 - now with Traction Control System
    Workshop link



    No mods. Works in creative and survival.

    - Mass: 8874 kg
    - Length: 8,5 meters
    - Width: 6,5 meters
    - Height: 2 meters plus clearance
    - Traction Control System (TCS)
    - Brake Light

    Average performance:
    From 0 to 300 km/h (186 mph): ca 2,3 - 2,5 seconds
    From 300 to 0 km/h (186 mph): ca 14 - 16 meters

    ----------------------------------------------------------------------------------------
    Like its predecessors, Mk3 is built for Clangville Circuit.
    Based on Mk2 chassis, its main upgrade is Traction Control System (TCS).
    System monitors linear and angular speed and adjusts steering, friction and suspension
    dynamically, giving more precise control over car.

    Corner Assist
    When cornering at speeds over 100 km/h (62 mph) Corner Assist Mode adjusts
    suspension, power and gyro trying to keep the car stable.

    Boost Mode
    At speeds over 320 km/h (198 mph) Boost Mode adjusts suspension and friction for better acceleration.

    Brake light will flash during rapid deceleration.

    ----------------------------------------------------------------------------------------
    Scripts used / credits:

    Easy Automation V2.0 Script by Coren
    http://steamcommunity.com/sharedfiles/filedetails/?id=694296356

    Automatic LCDs 2 Script by MMaster
    http://steamcommunity.com/sharedfiles/filedetails/?id=822950976
     
  20. SileniusFF Apprentice Engineer

    Messages:
    116
    Time passes but SE remains. Somehow.
    This was inspired by recent real life events and many past and present community creations.
    Special thanks to all the scripters in community - you make my game :tu:

    Workshop link



    Three main "scenario" phases
    1 - Fueling the rocket
    2 - Transport and deploy: set Falcon Heavy to launch pad
    3 - Mission: deliver "Spacecar" payload to planetary orbit

    Mission schedule
    T+ 0 Liftoff
    T+ 270 Side booster separation
    T+ 320 Central booster separation
    T+ 340 Fairing separation
    T+ 445 Stage 2 orbit
    T+ 465 Payload separation
    T+ 530 Payload orbit insertion
    T+ 630 Side booster landing
    T+ 800 Central booster landing
    T+ 930 Fairing landing

    Falcon Heavy SF-FH-01
    - Height: 70.5 meters
    - Width: 12.5 meters
    - Mass: 277 000 kg

    Heavy Transport SF-HT-02
    - Length: 62.5 meters
    - Width: 32.5 meters
    - Height: 12.5 meters
    - Mass: 204 000 kg
     
  21. SileniusFF Apprentice Engineer

    Messages:
    116
    Managed to finish video of the Falcon Heavy mission.

     
    • Friendly Friendly x 1
  22. SileniusFF Apprentice Engineer

    Messages:
    116
    Been tinkering with my next project for few months and reached a "burnout" stage.
    Ship kept growing and new features creeping :p
    So instead of building, took a break and fooled around with video editor.
    Ship is still work in progress, but main features and overall shape is mostly set (i hope).



    Unintended Consequences
    is Offensive Missile Unit (OMU) Class prototype in development.

    Main features
    ---------------------------------
    - 3 Missile Bays
    - 10 LIDAR guided missiles/torpedoes
    - Custom load-out settings for all bays
    - Automated welding of selected missile load-out
    - CIC Missile Control Station - fire, load-out and welding control
    - LIDAR Mapping System with retractable scanning heads
    - Gatling, Rocket and Anti-Missile turrets
    - Decoy Launcher
    - Hangar bay with full production facilities
    - Flight bridge
    - etc.

    General
    ---------------------------------
    Length: 160 m
    Width: 70 m
    Height: 50 m
    Mass: 15 000 tons
    Heavy Armor Shell
    ---------------------------------
     
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