Turrets: I dislike turrets on Star Trek ships. They spoil the aesthetic. Love them or hate them, StarMade VIs will eat you alive without them. The Miranda includes 10 turret mount points. Each is populated with a 2698 DPS turret that hopefully will give your enemies pause. Or eject the turrets the moment you take command. The choice is yours.
Overhauled AMC Arrays:
Previous ships were armed on the principle of "bigger is better". With StarMade Physics, that is precisely wrong. The new weapons system is designed such that each AMC array should neatly excise one block per pulse. The Miranda has 36 AMC arrays with a combined destructive potential of 39,490 DPS. Do not look into the beam. Performance can be further maximized through clever tuning.
Jump Tubes: When in gravity, if you press and hold your space bar, you can jump up to six blocks high. This is high enough to easily transition between decks. On the Miranda, long walks, and meandering ramps have been replaced by direct vertical jump tubes, allowing players to quickly transition between decks. These more directly replace the "turbolifts" which were essential to the design of many Star Trek canon ships Modular Mission Plates (MMPs):
If you look at the dorsal hull of the Miranda, you will notice two wide grooves I interpret those grooves as mount-points for externally attachable modules that can be changed and re-loaded by mission. With this version of the ship I am implementing that vision. Two large docking field and the magic of chain-docking allows the Miranda to be quickly customized for mission requirements.
Shortly after the release of Miranda, I will begin publishing the first MMPs that I have been experimenting with. These include.
Turret plates, Each providing two more of the 2698dps turrets
Compact planetary expeditionary vessell
Prefabricated planetary colony buildings
Landing pad for 3 specialist shuttles (Command, Repair,Salvage)
Landing pad for 3 specialist shuttles (Command, Gunboat, TorpedoBoat)
blank-plate to cover unused mount points
Other Features:
Full 1:1 scale based on the diagrams and schematics from the original designers.
Not just a hull, this ship is powered, armed, shielded and ready to fly.
Interior spaces have decks and hallways. Most rooms are left for you to define
Detailed modeling of the bridge, main engineering and shuttle bay.
The shuttle bay has two working bay doors, which can be opened via docking beam. Or operated by a player at a centralized "control tower" station overlooking both shuttle bays.
Unfinished basement. Plenty of room in the "shoulders" of the ship for rooms, shields, or armaments
Ship comes with 5 specialist shuttles, 1 gunboat, 1 salvage, 1 torpedo boat, and two command shuttles (lightly armed but faster and better shielded)
Ship core, faction block, and faction permissions block are housed in a multi-layer, multi-deck hardened hull vault at the core of the primary hull.
Control computers are housed in a separate vault that shares no single axis with the ship core.
Turrets! The original ship does not have turrets on it. But then again the original ship does have rear-facing phasers and missile tubes. As a concession to the necessity of keeping the pirates off your rear access port. (ahem, so to speak)
Be vigilant! As of this writing, no pilots of this ship have reported assaults by Summer Glau. BUT IT COULD STILL HAPPEN!
Scale:
Apparently different sources use slightly different scales for the ship. I went on the belief that for ease and efficiency, federation ships of the era would be based on the same primary (disk shaped) hull. If you scale the entire vessel to the 141m beam of the constitution class disk, it renders measurements for the rest of the ship that are neatly in the middle of the source ranges... so that's what I did.
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