Kumari

    Kumari 0.9

    This is my take on the Andorian vessel Kumari. The inspiration is under the command of Thy'lek Shran on Trek: Enterprise.

    Some liberties have been taken with the design, but it has a fully fleshed out interior and is equipped for combat. I don't play on multiplayer servers but it certainly outmatches the AI pirate stations and ships.

    It is not quite in a final, finished, polished state -- but it works and I have fun with it so I thought I'd put it out there. Thoughts and suggestions are welcomed.

    starmade-screenshot-0055.png

    Kumari STats.png
    starmade-screenshot-0059.png


    RP Features include:
    • Bridge
    • Forward and Rear Engineering Sections
    • Small Shuttle w/interior
    • Cargo and Shuttle Bay (with logic-operated docking lights and ample storage)
    • Shuttle Bay Control Room
    • Eight Officer's Quarters (w/ window, bed, personal storage)
    • Barracks
    • Two Conference Rooms w/large windows
    • Garden
    • Mess Hall (with logic-controlled blast shield over large window)
    • Medbay
    • Brig
    • Logic-based turret monitoring system
    • Jetsons'-style transit tube system
    • Airlock
    • Fun logic-based animated lighting systems for exterior, a few rooms, and Warp Core
    The Kumari's practical features include:
    • Four anti-missile cannon turrets
    • Two Heavy-duty lock-on missile and cannon turrets (equipped with a logic-pulse shield drain to piggy-back on the Kumari's powerful shields)
    • 8 pilot-controlled rapid-fire cannons w/exp effect
    • 4 pilot-controlled high-damage lock-on missiles w/exp effect
    • Permanent toggled Radar Jamming
    • Sensors
    • Jump Drive
    • Shield Ionization (22.7%)
    • Logic push-pulse system that simulates trek-style impulse engine autopilot. Turn it on from the helm console's activation block and wander the ship as the stars roll past. Use it in combat to accelerate faster than a ship this big should. *** Please sit in the captain's chair when using in combat. It may dump you out in the ship's belly when you leave the command block otherwise.***
    Notes:
    My Gravity elevators use a button at the bottom but require a short hop at the top to go down. If you jump too high, you may overshoot the trigger for the down-door and instead become untethered from gravity.

    The Faction block is under the captain's chair. You can access it by opening the unlabeled door in the forward transit tube room and looking up.

    There is plenty of room and extra power here for you to add your own rooms, effects, weapons, or logic systems, to play with the turret innards, and to make the ship your own. In build mode explore the gaps between the interior and the exterior to get more insight into the ship's systems and logic.

    The large turrets have unused cannon modules, because rapid fire cannons were frequently shooting down the turret's own missiles. It still occasionally happens. In an update I will either change the support system for that weapon or re-design it entirely to prevent this.

    I hope you enjoy playing with this as much as I enjoyed building it. Please let me know how you like it with a rating.
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    Author
    Alhizeer
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