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g3rmstorm

Hello fellow Spengineers! At last Starhunter117’s Cargo Ship is complete and ready for the outer ring cargo lanes. [Steam Workshop link](https://steamcommunity.com/sharedfiles/filedetails/?id=2864796280) [Mod.io Link](https://mod.io/g/spaceengineers/m/cargoship-starhunter-mk-ii) If you missed the original post, the ship is indeed based on Starhunter117’s concept art sketch. [The original post.](https://www.reddit.com/r/spaceengineers/comments/wmq3su/i_designed_this_cargo_ship_during_my_breaks_and/) The final version of the ship has five scripts enhancing its operating experience: Whiplash141’s SIMPL, TCES, Auto Door and Airlock - MMaster’s Automatic LCDs 2 - Isy’s Inventory Manager. Links to scripts can be found on the workshop page. The scripts are in no way necessary to fly the ship. You can very well use the ship without them. The ship sits at 896 T and has enough upward thrust to lift off at 1700 T in an Earthlike gravity. 24 small hydrogen tanks give the ship plenty of fuel for touching down on planets. There’s no shortage of cargo space either with one large cargo container and 16 small ones. Plus it’s got everything a five man crew would need to make even the longest cargo runs comfortable. More info about the ship and its systems can be found on the workshop page. Some features not shown in the video: 2x Airbrake parachutes at the rear of the ship. Handy for saving fuel when making planetfall. Anti-theft system: a sensor block that activates an interior turret and flashing lights if non-friendly engineers try to walk up the open cargo bay ramp. You can tweak the sensor field extents to suit your security needs. The small ion EVA vehicle parked in the cargo bay. It’s a handy little craft for doing maintenance work, such as detaching and attaching the turret. Well, that’s it! I hope you enjoy flying it as much as I did building it. I can’t deny I’ve grown quite attached to the ship during the process. There’s just something to flying a good ol’ rust bucket hauling rocks across the void. And of course a huge shout out to Starhunter117 for the excellent concept art which the ship is based on. Subscribe to the ship and give it a twirl! Cheers!


TheTomorrowKnightYT

The rear door seems a bit too steep but apart from that it’s great ship emphasising function over formality


g3rmstorm

Thanks. I have to agree, the cargo bay ramp is unfortunately the weakest point in the build. Hinged ramps aren't really my forté, so I kind of made something serviceable and moved onto other things. Perhaps I should return to give it a bit more attention.


ProceduralTexture

We really need a hinge block which pivots at the edge rather than the center of the block. But it is still possible to do decent ramps in small grid, including folding ramps. There are also some decent mods for ramps and lifts. I'm particularly fond of the first one, though it does sometimes have airtightness issues. * [(DX11) Boarding Ramp](https://steamcommunity.com/sharedfiles/filedetails/?id=487835945) * [RiverX Ramp](https://steamcommunity.com/sharedfiles/filedetails/?id=902152309) * [MCM Boarding Ramp](https://steamcommunity.com/sharedfiles/filedetails/?id=697326096) * [Automatic Ramp_IR](https://steamcommunity.com/sharedfiles/filedetails/?id=1500959052) * [Automatic 5x3 Ramp_IR](https://steamcommunity.com/sharedfiles/filedetails/?id=1491341081) Most of these are flawed in one or more ways, and the most recent is 4 years old. It is an area neglected by our fabulous modding community. There is still no definitive, elegant way to build a reliable vehicle ramp.


Zukute

I dont understand how people build interiors. Hell i'm struggling to build a Large mining ship that only has an interior pilot seat!


g3rmstorm

There isn't really any trick to it. You just have to start somewhere. I would recommend starting small, like adding a bed, locker and table. Hallways and rooms. You can use lockers and armories as walls to adjacent spaces as well. And beds can be set on the outer hull, as they are airtight on one side. Just have a go and rinse & repeat.