Project:Theatrical

    Project:Theatrical 0.9

    Presenting Project "Theatrical":



    This is a representation of the way I envision spaceships for a certain 48-year-old SciFi property. A bit tougher, stockier, and stronger, without a flying saucer for a head. My goal was a role-play ship that would work on a lower-end computer, so it needed to fit within a 99 x 199 box.

    The "Theatrical" is a medium-size cruising patrol vessel, designed for short-range, short-term policing actions and general support duties.

    Overall dimensions: 99m x 65m x 199m
    Mass: 40,520 (plus change) from nearly 405,000 blocks
    Power: 5.6 Million
    Recharge: 1 Million per second
    Thrust: 29222 (thrust ratio is not 1:1, so use a ship from the hanger to visit planets!) (24,697 thruster blocks)
    Turning rate: 1.1 (z: 1.0)
    Shields: 624,500
    Shield Recharge: over 16,000 per second

    2 internal 35x25x35 docking stations
    4 external small docking stations
    2 heavy turret docks
    4 medium turret docks

    Equipment:
    1 1200-block salvage array
    Slaved: 1200-block cannon gun
    1 jump drive
    twin 1200-block missile launchers
    Slaved: 1200-block cannon gun
    twin 1200-block beam weapon
    Slaved: 1200-block beam weapon
    Slaved: 1200-block punch-through system
    Unslaved 1200-block overdrive system for faster top speeds.
    All weapon and effect systems are generally 1200-blocks big to allow mixing and matching effects.
    Radar-jamming system. (Extremely limited: power storage only allows a few seconds of operation.)

    Gravity generators that direct gravity to the base of the ship are located at several locations, especially at key entry points, for the comfort of owners and passengers alike.

    The ship also comes equipped with an extensive CCTV internal monitor system.
    With all the cameras, it can be challenging and time-consuming to reach a camera you want, especially for forward flight. On the other hand, having so many cameras opens up possibilites for cinematic machinima production.

    There is room for elevators, but as described by display blocks at elevator doors throughout the ship, the elevators won't be installed until Tuesday.

    The ship contains in its rear area a massive 37-m wide flight deck, with a docking area that can fit two full-sized Isanth Zeros. It is recommended that you set one side of the ship as the "landing side" and place a two-digit number in the lights toward the center of the "launching side". The lights have been arranged in a seven-segment number pattern for your convenience. These seven-segment patterns are arranged in a pre-lit landing stripe configuration when you first obtain the ship.

    The ship is equipped with a simple mooring system, which deploys mooring rings to attach the ship loosely to available docking rings or other protruding structures. These systems are activated in the forward observation room, so that you can visually verify that the mooring system has properly engaged the docking structure. Warning: Sufficient force will damage the mooring structure and if broken, could allow the ship to break free.


    This ship has extensive exploring possibilities, with lots of well-lit hallways and stairwells/ramps. Locations are marked on display blocks throughout the ship, which normally tell you which side of the ship you are on (port or starboard) and which level you are on. There are 8 levels, but level 7 is merely the middle of a long ramp/stairway up into the upper-most level, also called the observation deck.

    The missile launchers are protected behind a heavy door system, both for protection of the launchers and to avoid unnecessary shows of force.
    This system does not need to be activated for the missiles to work, but as this is a role-play ship, it is highly encouraged that you activate the missile doors before firing.



    Additional information: The core is in the engine room, which is pretty deep inside the middle of the ship, behind a number of doors, on level 3. You will need to open a minimum of 3 doors to reach the engine room, plus an access hatch to reach the core in the center.

    View of the core pillar:

    The hallways lights are on, but the flightdeck lights are off when you first acquire the ship. There is a switch in the main engine room for turning on the flightdeck lights. There are a few lights on in the flightdeck by default to direct new owners to enter the ship.

    The engine room contains a matching pair of logic clocks in the engine room floor on either side of the core pillar. Sometimes, especially on slower computers, these clocks can fall out of sync, or reach a point where they no longer cycle. Simply work with the "Activation" blocks that run lengthwise along the middle of each clock until the clock starts running a sequence along all four activation blocks. Delay and "Not" blocks are on either side of this middle stripe.

    A sequential startup system is planned for future versions of this ship.

    To turn the ship "on" so that it looks its best, there are a number of steps to follow. These are not required for flight, but make it look better.
    0. Your first stop should probably be the green faction block. This is located on the outside of the central core pillar in the engine room, on the left side (port), embedded in the pillar itself. The black faction permission block is on the opposite side of the core pillar.
    1. You will want to turn on the outer running lights. (There are switches on opposite sides of the engine room, near the entry doors; You only need to turn on the switch nearest the door. The other switch next to it should start cycling automatically.)
    2. You will want to reach the engine maintenance rooms in the upper rear of the ship on both sides and switch all the switches. (There is a walking path to each. Just go straight out the doors on either side of the engine room all the way to the maintenance airlock. There are a few doors to open. Instead of opening the outer airlock door, turn to the rear of the ship, open the door that is on top of the ramp, proceed up the ramp into the FTL engine pylons, open the horizontal door at the top of the ramp, and the engine maintenance room for that nacelle, with the five switches, is straight ahead.)
    3. Turn on the flightdeck light system. (This switch is on the right side (starboard) of the engine room on the back wall, described with a display block.)
    4. You will then want to turn on the salvage light system. (Some might call it a deflector dish, but don't let them influence you.) This light switch is on the right side (starboard) of the engine room at the front, marked by a display block.
    5. Now turn on the sub-light-speed engine system. There are four switches that need to be switched on each side of the engine room, at the front of the engine room for a total of 8 switches. 4 switches handle plex doors, and 4 switches turn on red lights that simulate the engine glow.
    Once you have followed all these steps, the exterior of the ship should be relatively nice and well-lit.

    Please do not modify or kitbash this design without permission.
    Author
    jayman38
    Downloads
    433
    Views
    433
    First release
    Last update
    Rating
    5.00 star(s) 1 ratings

    More resources from jayman38

    Latest updates

    1. Fixed some incomplete floors at level 1.5 and 8, and added a startup sequence button.

      I added some more blue to a floor inbetween the flightdeck and level 2, and also a more cheerful...

    Latest reviews

    Big, bad, economic and freaking awesome!
    jayman38
    jayman38
    Wow, thanks! I'm already thinking of ways that rails will bring this into the modern StarMade age....