Almond Industries (update #10)

    What should I build next?

    • A Station.

      Votes: 10 20.8%
    • Finish the WIP.

      Votes: 17 35.4%
    • Fighters.

      Votes: 8 16.7%
    • Medium sized ships.

      Votes: 8 16.7%
    • Big ships.

      Votes: 11 22.9%
    • Utility ships.

      Votes: 11 22.9%

    • Total voters
      48
    Joined
    Aug 26, 2013
    Messages
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    Update #10:
    • Added the "Anemoi" (look in "small ships" ) and download.
    • Added the Hades (medium ships) and download.
    • Added a small fighter (small ships) and download.
    • Added a tiny dropship (tiny ships) and download.
    • Added a small bomber (small ships) and download.
    • Added a small Transporter (small ships) and download.
    • Added the Styx (medium ships) and download.
    • Added the Gen VI sBC-108 Pegasus (medium ships) and download.
    Almond Industries is proud to present ships that have been completed an approved by all members of Almond Industries. We can not be held responsible for any event caused by using any of our products and offer no warranty. We do however hold all rights to publish and redistribute our work as we please and do not permit for any work to be released from other sources, however videos and images featuring our creations are permitted although we would like to be credited as appropriate. We have high standards in the design and realism of our ships so all bigger ships are fitted with interiors.
    The naming system used is a classification followed by the length of the ship, then the name and generation.
    For example a fighter of length 25 metres with weapons, shields and thrust systems from version 0.163 would be classified as F-25 Gen III "insert preferred name here". A "x" after the classification indicates a refit eg: Fx-25 Gen III ... would be the same ship with upgraded or adapted capabilities. the lower case letters "s" "m" and "l" indicate ship size in reference to other ships in the same class so if the fighter in our example was a small one it would be sF-25 "m" is medium and "l" is large. Furthermore "mi" indicates mini which is a ship that is much smaller than any of its class but still has a similar function likewise "mx" indicates massive which is a ship that is much larger than any of its class but still has a similar function. A "c" after the classification, to avoid getting things like cUX, will denote a civilian or industrial vessel for example a mining vessel.

    Here is a list of classifications (note that I made these up and they may not be representative of your expectations or real life examples):
    • ME: Mechanical Unit (a tiny craft used as anti personal or anti Fighter ship made to be used on planets or in massive ships.
    • F: Fighter (typically within 25m of length equipped most commonly with Beams or AMCs
    • B: Bomber (typically within 35m of length they are essentially missile fighters)
    • AF: Frigates (typically within 50m of length they are anti fighter ships)
    • AC: Corvettes (typically within 70m of length they are essentially bigger and better frigates with enough fire power to take down bigger ships in numbers)
    • C: Cruiser (typically within 100m of length they are anti battle cruiser ships but refits can also include other versions and possible applications)
    • D: Destroyers (typically within 150m of length they are great patrol and assault ships with a lot of forward fire power, however they benefit from protection from smaller vessels)
    • BC: Battle Cruiser (typically within 250m of length they are the center piece of many fleets made to engage either several smaller targets alone or larger targets in Groups)
    • BS: Battleships (typically within 400m of length they are powerful ships used to assault stations fleets and Titans)
    • CS: Carriers (typically within 500m of length they are used to transport and support many smaller ships in deep space they are also often equipped with weapons against Battleships)
    • TI: Titans (typically within 800m they are the normally the biggest ships of any fleet and will annihilate anything in its path, it is rather sluggish and will need protection from smaller ships, although numerous turrets do protect it)
    • DU: Doomsday Devices (anything bigger than Titans, these ships are rare and very scary even for allies as just one is capable of destroying anything within seconds, typically owners will use it for things like blowing up a solar system leaving nothing behind but debris, note that Almond Industries does not produce these as they are simply too time consuming and useless, seeing that a Titan can more or less do the same and, only incredibly rarely will you need anything of this caliber)
    • FS: Flagship (this ship can be any size technically but tends to be around 400 to 500 metres, it is the pride of the Fleet, note that these are however not a class of ships but simply a single ship deemed to be representative of the Faction, they are often retrofitted Battleships or Carriers)
    • UX: Others (anything that doesn't fit in with the above for example Colonization ships or Planetary Assault ships)

    Generation:
    Gen I are ships made before 0.15
    Gen II are ships made before we had shield re-charger
    Gen III are ships with no advanced or no Logic at all, but up to date with 0.163
    Gen IV are ships like Gen III but with advanced Logic (i.e. anything with more than just blinking lights)
    Gen V are ships with FTL capability
    Gen VI are using rail
    Gen VII are ships built after and including version 0.19289 (1st HP update)
    Higher generations include everything below, ie a Gen VI will also have FTl etc.

    Be aware all damage stats are base stats they may vary when used as some combinations do more or less damage against shields or blocks, so this is only a very rough guide. I calculated Damage/ second by Damage/reload. Furthermore as they game develops the stats may change.

    NOTE older ships may no longer perform as described as the game has changed considerably since they were built!

    The UXc-6 GenIII Turtle is a tiny drone to get you from A to B, it does come with a radar jammer. It is the standard Drone and is used in most of the ships Almond Industries has to offer.
    Download it here , or look at pictures.
    LHW: 5m/3m/5m
    Mass: 4.6
    Thrust: 14.7
    Power: 50,000 e at 138.9 e/sec
    Shields: none
    Cost: 60,300

    The UXc-6 Transport. This is a small Drone with plenty of storage capability to move items or to quickly buy all the goods you need, it also utilises a new daring colour scheme to scar of potential Threats.
    Download it here, or look at pictures.
    LHW: 6m/3m/5m
    Mass: 6.3
    Thrust: 20.7
    Power: 50,000 e at 614.1 e/sec
    Shields: none
    Cost: 69,100

    The ME-6 GenIII MechI. this ship is an excellent anti personal fighter utilising Almond Industries "magic beams"© (more commonly known as damage beams), it is heavily armoured, and has enough shields to withstand most small arms fire.
    The size makes it Ideal for close quarter combat and makes most areas and even some buildings accessible for this craft.
    Download it here, or look at pictures.
    LHW: 5m/5m/7m
    Mass: 7.7
    Thrust: 14.7
    Power: 50,000 e at 476.4 e/sec
    Shields: 163 s at 11.0 s/sec
    Cost: 71,300
    Weapons:
    • 2 Beam-AMC-Overdrive units at 60 Damage/second

    The ME-6 GenIII MechII, this ship is equipped with a anti personal Beam equivalent to that of the MechI but also comes with an anti Mech Beam which delivers a massive punch for a ship this size, it features thick armour and enough shields to be an effective anti Mech device. It can also be used as anti Air (fighter and bomber) ship but will not be ideal for this and we advice to use other measures if available.
    Download it here.
    LHW: 6m/5m/7m
    Mass: 11.0
    Thrust: 14.7
    Power: 50,000 e at 2048.6 e/sec
    Shields: 320 s at 11.0 s/sec
    Cost: 106,325
    Weapons:
    • 1 Beam-AMC-Overdrive unit at 40 Damage/second
    • 1 Beam-Pulse-Explosive unit at 800 Damage/Shot


    The UXc-5 Speeder, is essentially a fast hover craft/ car used to move from A to B on any Planet its size means it can traverse all sorts of tunnels and spaces.
    Download it here, or look at pictures.
    LHW: 6m/2m/3m
    Mass: 2.3
    Thrust: 14.7
    Power: 50,000 e at 281.7 e/sec
    Shields: none
    Cost: 23,200

    The Gen VI UX-9 Flea is a tiny Dropship that can be used to transport 6 passengers from A to B provided A and B are close by.
    Download it here.
    Showcase is here.
    LHW: 9m/4m/7m
    Mass: 26.5
    Blocks: 121
    Structure Hitpoints: 1,990
    Armor Hitpoints: 10,150
    Thrust: 20.9
    Power: 50,000 e at 924.8 e/sec
    Shields: 0 s at 0 s/sec
    The mB-23 GenII Hermes: a swarm missile ship, this ship is best used for hit and run style game play it even comes with a radar jammer. Great for delivering that special present to that special someone hence the name (oh yes I thought about that for some time), Almond Industries will not be held liable for the events following the delivery of the present.
    Download it here. There are picture at the download site.
    LHW: 23m/7m/21m
    Mass: 89.6
    Thrust: 157.5
    Power: 63587.5 e at 6888.7 e/sec
    Shields: 8553 s at 0 s/sec (pending shield update)
    Cost: 994,775
    Weapons:
    • 2 Missile-Missile units at 5400 Damage/shot

    The mB-21 GenV Ember, is a bomber meant for hit and run game play, Almond Industries decided to give it a very daring colour scheme for protection, and more awesomeness... The ship is a good early ship as for a small price it has much power. However it has very little shields so hit and run is recommended, don't worry though as a defensive bonus you can increase your structural integrity by 30% (which is apparently the max) indefinitely for a measly 28 e/sec, enjoy it while it lasts (I suspect that this will be patched). The ship also comes with a radar jammer and an AI unit so you can let your pirates use it if you want to. The armaments consists of a twin heat seeking missile array and additionally a lock on missile. Furthermore the ship core is placed in the centre so that it can dock exactly in a docking port which is 21*13*9.
    Go here for more pictures.
    A Download can be found here.
    LHW: 21m/9m/13m
    Mass: 56.3
    Thrust: 182.0
    Power: 75,802.3 e at 4,405.0 e/sec
    Shields: none
    Cost: 582,299
    Weapons:
    • 1 Missile-Beam-Overdrive units at 900 Damage/shot
    • 2 Missile-Missile-Overdrive units at 4200 Damage/shot
    Also Features a defensive piercing effect and radar jammer.


    The AF-50 Gen III Eagle: this was purpose build to destroy small craft quickly and be effective against bigger ships, it is equipped with two Beams, and radar jammer, however the weapon system is build for small bursts (which are enough to kill Isanth) and the ship cannot sustain constant fire, however I recommend it as I definitely count it as one of my favourites.
    Download it or look at pictures here.
    LHW: 50m/12m/19m
    Mass: 260.2
    Thrust: 358.5
    Power: 78738.3 e at 34387.8 e/sec
    Shields: 9761.0 s at 1078.0 s/sec
    Cost: 2,544,082
    Weapons:
    • 2 Beam-AMC-Overdrive units at 1000 Damage/second

    The UX-55 GenIII Executor: this is a repair and removal ship equipped with jammer, techno beams and push and stop beams, because everyone wants an asteroid belt around their planet, or station... there is also a refit which still needs repainting and is not yet available, it features offensive systems and techno beams. Although the refit is not power full enough to sustain fire a burst will be enough to destroy any ship smaller than itself with its 2 Beams, it is twice as strong as the Eagle but is less power efficient, so unless you like burst fire and you are accurate with bursts of the duration much like with say star trek phasers this is not for you, however if you are this can be a powerful instrument.
    Download the support craft or look at more pictures here.
    LHW: 55m/20m/21m
    Mass: 696.9
    Thrust: 1068.9
    Power: 50,000 e at 60720.3 e/sec
    Shields: 46614 s at 4779.0 s/sec
    Cost: 5,868,872
    Weapons:
    • 7 Astrotechno-beams
    • 1 Beam-AMC-Push unit
    • 1 Beam-AMC-Stop unit


    The UX-21 GenIV Lander, this is a Lander, hence the inspired name. I am open to suggestions. It has two "magic beams"© (more commonly known as damage beams), in case you should encounter creatures or astronauts who simply have the audacity to block your favourite landing spot or are not supposed to be there. Don't use them for other targets as Almond Industries cannot garantie the effectiveness of the "magic beam"© on more sturdy targets. It comes with radar jammer, black out feature (dim your lights like never before) and a switch to open the back loading door from the cockpit while turning on a green light at the same time, it is most impressive, and certainly deserves to be GenIV.
    Download it here.
    LHW: 21m/8m/19m
    Mass: 91.9
    Thrust: 130.2
    Power: 50,000 e at 6291.2 e/sec
    Shields: 1592.0 s at 121.0 s/sec
    Cost: 1,067,725


    The UXc-33 Gen III Squirrel. As names get more creative we enter the realm of racing. And this ship is the first racing ship to be constructed by Almond Industries, it comes with radar jammer and 100% efficient overdrive, it even has a tiny cockpit, and is power effective when using overdrive. However the radar jammer should not be used in conjunction as that will demolish the power, you can use either along with full thrust. Being a racing ship it has no shields or weapons and it shouldn't need them, therefore Almond Industries strongly advices to not cheat in any race or take part in battles.
    Download it here. There is 1 other picture at the download site.
    LHW: 33m/9m/15m
    Mass: 137.3
    Thrust: 698.7
    Power: 50,000 e at 16,038 e/sec
    Shields: none
    Cost: 1,456,574
    100% Overdrive


    The Gen V Ux-52 Anemoi is a transport and trade vessel, made with multiplayer in mind . It unlike all other ships so far uses basic hull and standard Armour to reduce the overall cost of the ship to something more affordable for the early stages of multiplayer, where at least I just try to make money.
    The ship comes with one topside anti-missile turret, and an effective jump-drive.
    The weapon system is very limited, and it is meant to fight of drones or small fighters but nothing bigger than that, and it doesn't need to as it has excellent evasive capabilities. Almond Industries has also applied a new colour scheme. The craft has plenty of storage capabilities for trading and comes with all the essentials for a crew of 1.
    Download it here.
    A showcase can be found here.
    LHW: 52m/13m/27m
    Mass: 403.5
    Thrust: 609.7
    Power: 100,172.5 e at 31,300.1 e/sec
    Shields: 17,190.0 s at 2,051.0 s/sec
    Cost: 1,553,349.0
    Weapons:
    • 1 Missile-Beam-Piercing unit at 3,375.0 damage per shot
    • Jump Drive app. 19.5 sec charging time.
    Other Features:
    • Radar jammer.


    The Gen VI sF-19 is a small fighter constructed for dog fighting or for ground support. It comes with landing gear.
    Download it here.
    Showcase is here.
    LHW: 19m/4m/17m
    Mass: 91.6
    Blocks: 486
    Structure Hitpoints: 14,440
    Armor Hitpoints: 31,800
    Thrust: 94.7
    Power: 50,000 e at 2,111.9 e/sec
    Shields: 1,677 s at 44 s/sec
    Weapons:
    • 1 dual Amc-Amc unit at 480 damage/ sec.


    The Gen VI sB-17 is a small Bomber for use in larger quantities, against small targets or ground support. It too comes with landing gear. It can also jam for roughly 60 sec when standing still.
    Download it here.
    Showcase is here.
    LHW: 17m/6m/17m
    Mass: 148.7
    Blocks: 843
    Structure Hitpoints: 37,095
    Armor Hitpoints: 45,900
    Thrust: 199.5
    Power: 55,418.9 e at 6,580.8 e/sec
    Shields: 13,530 s at 291 s/sec
    Weapons:
    • 2 Missile-Pulse units at 3600 damage/ missile.


    The Gen VI UX-20 Mule is a transporter used to transport 1 container from ship to ship or deliver it to a planet. It comes with landing gear.#
    Download it here.
    Showcase is here.
    LHW: 20m/8m/19m
    Mass: 172.4
    Blocks: 881
    Structure Hitpoints: 27,400
    Armor Hitpoints: 59,350
    Thrust: 246.3
    Power: 50,000 e at 5,183.5 e/sec
    Shields: 3,595 s at 341 s/sec

    Coming this far down the list assuming you read the previous spoilers, otherwise ignore this and go to the next paragraph, if you did take time to look through the spoilers I would like to congratulate you at this point and thank you so "Thank you".

    The Ux-62 Gen V "LuxLiner" is a yacht for those occasions when you want to go somewhere in style and have too much money. It contains cruise control and can achieve a top speed of 120 kmh using just cruise control. The ship has rooms for 2-4 people, a bar/kitchen toilets, showers a pool an observation deck and a lounge ie living room, of course it also has a bridge from where the cruise control is controlled. The ship is civilian and hence does not have its own weapons but it is equipped with 4 tiny missile turrets, and plenty of shields to survive any Isanth attack. It also has a jump drive, radar jammer and powerful engines so as to increase its durability. The ship can also land on a planet as it has landing gear and an airlock with a walkway under the ship.
    A showcase can be found here.
    A download is available here.
    LHW: 62m/22m/37m
    Mass: 1,096.7
    Thrust: 1,599.9
    Power: 461,581.9 e at 43,518.3 e/sec
    Shields: 50,577.0 s at 5,478.0 s/sec
    Cost: 11,565,948
    Features: Jump Drive, radar jammer, 4 tiny turrets, cruise control (forwards & backwards)


    The mxB-70 GenIII Pluto, the Ship is truly big for a bomber, it is made to fight alone at least with the heat seeking missiles working as of update 0.163. It comes with forward heat seeking missiles, lock on missiles, 4 upgraded "magic beams"© (more commonly known as damage beams), and side firing dumb missiles just so that you can unleash a powerful broadside on any ship thinking it would be safe next to your ship. It also comes with a radar jammer. Even though it is relatively big it has no interior other than a small bridge/ command centre and an airlock, so no toilets, showers, or other rooms...sorry.
    Download it here. There is 1 other picture at the download site.
    LHW: 70m/18m/39m
    Mass: 1,161.7
    Thrust: 1,467.2
    Power: 1,436,619.1 e at 141,983 e/sec
    Shields: 129,638 at 2,519 s/sec
    Cost: 9,337,100
    Weapons:
    • 4 Beam-Cannon units at 1040 Damage/second
    • 2* 5 Missile-AMC-Explosive Broadside units at 2400 Damage/ Broadside
    • 2 Missile-Missile-Explosive units at 19200 Damage/shot
    • 8 Missile-Beam-Explosive units at 24000 Damage/shot


    The UX/AF-121 Gen III Equinox (not a star trek replica), This ship doubles as a mining ship and frigate I didn't say "UX/lAF" as technically the weapon component is that of a average frigate. This ship comes with a storage room, a bridge, a hangar, and two bedrooms however it was build before the invention of the toilet, hopefully you read the bit about Almond Industries not being liable for any damage or event caused by the use of our products, that bit includes this. The Hangar has docking spaces for ships that fit on the smallest docking port (7*7*7). It has a fast and efficient salvage array and. is equipped with 2 AMCs which are supported by 100% more AMCs and an equal number of punch through modules, it is effective against anything Isanth like and can also quickly take out ships similar to the Eagle (go look in the small ship section for more details on the Eagle). If its bigger run away, we even included a radar jammer just for this purpose and 100% more engines (no overdrive). This is also the biggest ship in service with no turrets.
    Download it or look at pictures here.
    LHW: 121m/22m/23m
    Mass: 1,938.7
    Thrust: 2,300.7
    Power: 1,108,718.9 e at 220,116.1 e/sec
    Shields: 160,112.0 at 11.599.0 s/sec
    Cost: 14,460,568
    Weapons:
    • 37 Salvage Units
    • 2 Beam-AMC-Piercing units at 6920 Damage/sec

    The lD-211Gen III Kelvin This ship is equipped with missiles both lock on and Dumbfire, 8 Beams, and 4 AMCs. this ship comes with 8 turrets. 2 of the Turrets, one below and one above the Hangar are Salvage turrets and can be accessed from inside the Hangar. This ship comes with a radar jammer. And to convince of this product have I mentioned it comes with diverse interior including showers, server rooms, quarters, toilets and more. This ship has 5 Docking spaces and comes with several docked ships, the two big docking ports are around 55 meters.
    The Showcase can be found here.
    The Download is here.
    LHW: 211m/33m/67m
    Mass: 11,609.8
    Thrust: 12,502.0
    Power: 3,420,159.0 e at 751,434.2 e/sec
    Shields: 1,165,422 at 77,797 s/sec
    Cost: 64,959,326
    Weapons:
    • 4 AMC-Pulse-Piercing unit at 261,600 Damage/shot
    • 8 Beam-AMC-Piercing units at 29,440 Damage/shot
    • 16 Missile-AMC-Explosive units at 12,480 Damage/shot
    • 16 Missile-Beam-Explosive units at 100,800 Damage/shot


    The mBc-204 Gen V Galileo is the first FTL capable ship built by Almond Industries it is intended for solo combat against many small pirates or in fights against a ship of equivalent mass. It has a decent amount of rooms and a Hangar capable of transporting 3 tiny ships (7*7*7). It also features a working prototype broadside cannon which fires automatically and can be enabled/ disabled or fired manually, I recommend turning it of when near a shop.
    A showcase can be found here.
    And the download is available here.
    LHW: 204m/58m/163m inc. detection blocks without them its only 69m
    Mass: 15,786.4
    Thrust: 21,499.9
    Power: 4,002,851.4 e at 1,009,522.9 e/sec
    Shields: 2,036,312.0 at 110,148.0 s/sec
    Cost: 112,776,976
    Weapons:
    • 5 AMC-AMC-Punch-through units at 51,200 Damage/ second
    • 2 times 2 Missile-Beam-Explosive units at 31,200 Damage/shot
    • 2 AMC-Missile-Overdrive Broadside units at around 100 Damage/projectile


    The mUx-119 Gen V Kepler is the first ship made for salvaging, it has a medium salvaging array with AMC support, and a single AMC cannon to destroy small ships, it is equipped with 3 dual beam turrets intended to shoot any missiles. It is equipped with a jump drive and a tiny "car" in its docking bay. It is intended to have a crew of 1 and so there is only the necessary interior. The salvaging system is feed into plex storages which you can configure easily to suit your sorting needs. There is more than enough storage space for every block.
    The Ship is also capable of landing on planets and comes with extendible gear which is controlled from the cockpit. This ship is also proud to carry Almond Industries new emblem.
    The Showcase can be found here.
    Download the Ship here.
    LHW: 119m/30m/33m
    Mass: 2,378.9
    Thrust: 3,577.4
    Power: 301,093.3 e at 293,933.1 e/sec
    Shields: 123,425.0 at 10,202.0 s/sec
    Cost: 21,650,727
    It can permanently use the radar-jammer.
    Weapons:
    • 68 Salvage Beams-AMC units at 4.5 blocks per second
    • 1 AMC-AMC-Overdrive unit at 1,150.0 Damage/ second


    The Gen V mF-71 Hades is the ideal ship to fight of any large collection of isanth or similar ships using its swarm missiles. It is also capable of landing on planets although this is not advised as recent mass changes due to the update decreased its TWR below 1. The entrance is found under the "left wing".
    The Showcase can be found here.
    Download the Ship here.
    LHW: 71m/17m/43m
    Mass: 1,812.2
    Blocks: 11,784
    Structure Hitpoints: 646,835
    Armor Hitpoints: 463,000
    Thrust: 1,674.3
    Power: 406,559.1 e at 100,449.4 e/sec
    Shields: 132,196 at 7,452 s/sec
    It can permanently use the radar-jammer.
    Weapons:
    • 1 Beam-AMC-Overdrive unit at 1500 damage/ tick
    • 2 dual Missile-Missile-Explosive units at 787.5 Damage/ missile and 40 missiles per unit.


    The Gen V lC-153 Styx is a large exploration Cruiser it is equipped with 4 salvage turrets 8 AMC turrets and has 2 docking ports each containing an array of different ships. It supports a crew of 10 and has an extensive interior. It uses the old docking system.
    The Showcase can be found here.
    Download the Ship here.
    LHW: 153m/32m/87m
    Mass: 12,882.3
    Blocks: 91,714
    Structure Hitpoints: 5,686,335
    Armor Hitpoints: 2,988,850
    Thrust: 11,698.7
    Power: 8,295,812.4 e at 418,26.9 e/sec
    Shields: 2,536,184 s at 93,819 s/sec
    It can temporarly use the radar-jammer.
    Weapons:
    • 1 AMC-AMC-Overdrive unit at 5520 damage/ sec
    • 1 Missile-Pulse-Explosive unit at 124200 Damage/ shot.


    The Gen V sBC-108 Pegasus is a small Battlecruiser meant for escort missions and larger fleet operations. It comes with 2 AMC turrets, some logic controlled weapon systems, cruise control, landing gear and supports a crew of 8 with its spacious interior.
    The Showcase can be found here.
    Download the Ship here.
    LHW: 108m/33m/53m
    Mass: 5,846.6
    Blocks: 37,628
    Structure Hitpoints: 2,025,885
    Armor Hitpoints: 1,509,025
    Thrust: 4,853.8
    Power: 1,019,077.6 e at 196,685.7 e/sec
    Shields: 491,946 s at 26,383 s/sec
    It can temporarly use the radar-jammer.
    Weapons:
    • 6 logic controlled broadside beams.
    • logic controlled swarm missiles.
    • 1 AMC-AMC-explosive unit at 16320 damage/ sec
    • 1 Missile-Pulse-Explosive unit at 159300 Damage/ shot.
    The UX-463 Gen IV Copernicus a Planetary Assault/invasion/colonisation ship (the 3 steps in any colonisation), this ship is vast, and very detailed and uses advanced logic systems. It comes with several different weapons which can be connected to a circuit to auto fire, this is located on the bridge floor, it comes with external docking, featuring the support ship Executor and its refit with one empty space still available. It also has an internal hangar with docking ports for many smaller ships. The Hangar features logic doors, logic lighting indicating free storage bays for the tiny ships, and a automatic logic launcher to launch mechs onto a planet. This ship is equipped with several mech I and II. Furthermore this ship is equipped with a logic torpedo launcher and a red alarm system which can be activated and deactivated from all key rooms. This ship also features all the rooms you will ever need carefully detailed with a total of around 100 beds. This ship is defended by 9 dual Beam turrets.
    Showcase Part 1 here, Part 2 here (due to the limit of pictures per post)
    Download it here.
    LHW: 463m/112m/123m
    Mass: 89,795.8
    Thrust: 92,000.9
    Power: 47,722,226.9 e at 3,905,003.1 e/sec
    Shields: 12,716,150.0 at 730,845.0 s/sec
    Cost: 411,021,470
    Weapons:
    • 1 AMC-Pulse-Overdrive unit at 600,000 Damage/shot
    • 10 AMC-AMC-Overdrive units at 34,600 Damage/second
    • 10 Beam-AMC-Punch-through units at 219,600 Damage/second
    • 1 Missile-Beam-Explosive unit at 300,000 Damage/shot


    The mxD-501 GenIII Ares, this ship is a slightly older design, it is however equipped with all sorts of weapon systems each relatively powerful but optimised against smaller ships. The missiles are good against any ship with a lot of power behind them. This ship has two massive Hangars and. It is ideal against smaller ships and in fact it is probably best used as a carrier. The Ship has two free turret docking ports which can also be utilised to dock bigger ships or your own turret it does have many medium sized turrets already. This ship has many Rooms with a massive diversity, even including a gym and quarantine area in both medical bays. The Hangar looks relatively blank as no ships are docked in it, as I wanted the Owner to be able to use their own ships. Also did I mention this thing has a TWR of around 3:1. (the picture cuts of the nose of the ship, however any pictures of the whole thing would be too small to show any of the details.
    A Showcase can be found here.
    LHW: 501m/82m/191m
    Mass: 173,478.9
    Thrust: 425,860.9
    Power: 113,100,928 e at 9,692,226.3 e/sec
    Shields: 14,152,706.0 at 601,914.0 s/sec
    Cost: 780,977,634
    Weapons:
    • 10 AMC-AMC-Explosive units at 43,000 Damage/second
    • 20 AMC-AMC-Ion units at 100,800 Damage/second
    • 4 AMC-AMC-Piercing units at 183,600 Damage/second
    • 16 Beam-AMC-Piercing units at 73,920 Damage/second
    • 78 Missile-AMC-Explosive units at 215,280 Damage/shot
    • 56 Missile-Beam-Explosive units at 411,600 Damage/shot
    Ever wanted a new shield texture? One that looks slightly Industrial? If so Almond Industries has produced just what you want for pictures and the texture go here.
    This Threat is still undergoing editing and is not near completion I have however already included many ships to feast your eyes upon and to try out.
    Here is a to do lost in descending order of priority:
    1. Put all ships up for download (95%)
    2. clean up this threat (ongoing)
    3. showcase bigger ships with videos (or get someone else to do it for me) (still thinking about it)
    4. Make more ships, mechs,drones etc. and repeat above process (I have many plans...)
    5. May do some replicas in fact I have some early WIP replicas (very early WIP)
    6. Think of more things to do
    Update #1: more ships and a good few ship blueprints up for download
    Update #2 fixed some grammar and spelling. added Copernicus showcase and download.
    Update #3 stats, kelvin showcase and download.
    Update #3.1 a new shield texture.
    Update #4: release of the Galileo and its showcase.
    Update #5: Added the Kepler (medium ships) and its showcase.
    Update #5.5: Added the Ares showcase.
    Update #6 Added the Kepler download.
    Update #6.5 Added the Ember (look in "small ships" ) and its showcase.
    Update #7 Added the "LuxLiner" (look in "medium ships" ) and its showcase. and more downloads.
    Update #8 Added the "anemoi" (small ships) and showcase.
    Update #9 more pictures
    Update #10:
    • Added the "Anemoi" (look in "small ships" ) and download.
    • Added the Hades (medium ships) and download.
    • Added a small fighter (small ships) and download.
    • Added a tiny dropship (tiny ships) and download.
    • Added a small bomber (small ships) and download.
    • Added a small Transporter (small ships) and download.
    • Added the Styx (medium ships) and download.
    • Added the Gen VI sBC-108 Pegasus (medium ships) and download.
     
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    Nauvran

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    That is one bloody nice collection of ships.

    Hope you make a lot more that looks that good!
     
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    Its my pleasure, also ill leave this here...

    My Latest project which just needs the FTL update to come out so I can fit it with an FTL jump drive everything else is done.
    Even has a fully automatic self controlled Logic Broadside of shotgun AMCs which are close to completion (90%)
     
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    How do you have a logic shotgun? Just curious as implementing and dissecting weapons in starmade is one of the things I enjoy most about the game.
     
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    How do you have a logic shotgun? Just curious as implementing and dissecting weapons in starmade is one of the things I enjoy most about the game.
    Well, first you set up the shotgun weapon array (Master: cannon Slave: missile) then you build a activator block next to an trigger area controller, the controller is connected to area triggers a choosen distance in front of the array. The activator is then inverted via a not gate which is used to turn on a clock which sends out a signal every 0.5 sec and is connected to the computer. Basically however I recommend putting in more logic gates to stop it from firing once the ship that triggers the computer by entering the area leaves through another area other than the one which it initially activated. instead of a clock you can use a pulse generator, this allows for just one shot to be fired instead of constant fire. MOST IMPORTANTLY you must include a switch so that you can disable autofire to avoid nasty accidents near shops, your own ships and other players.
     
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    Cool idea! But what happens if a 'friendly' flies into the trigger area?
     
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    That... Is brilliant. I had no clue you could have a support weapon array differ from the main. Time to use some deviously creative ideas.....
     
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    Cool idea! But what happens if a 'friendly' flies into the trigger area?
    As of now logic cant be used to differentiate between ally neutral or enemy this is why I included the switch to enable and disable the entire system so that you can turn it off when near friends and shops or even your own ships and turn it on when enemy's are near by, though this system isn't perfect it is the best I can do as of now, so yes I agree completely it really isn't perfect and only works in solo fights or by keeping your distance to any allies with the enabled system.

    I am already developing a massive upgrade but its too early to say if it works and again its better but not perfect due to the inability for logic to actually identify enemy and such. It will enable you to choose and track and automatically engage the via logic selected ship, it essentially a massive sensor array, I will implement it on a station and then try to perfect it and make it less massive, as of the current design it is only useful in massive ships as there is not enough space otherwise I cant promise anything though ( as of now my estimate is around 1000 required blocks for a 50m cubed station, so yeah).
     
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    Part 1 (due to picture limit)
    If you want to open the logic doors shoot the activation block under the door, it doesn't matter which one, this will activate the door and toggle its state i.e. open it when its closed and vice versa, this also works from the outside just use the activation blocks on the outside. Alternatively just use the door normally that will not trigger the logic and it acts like any other door.


    Looking towards the front of the ship into the hangar you can see the tiny ship storage "blocks" and the mech launcher, which is in the middle. The red and green light represent the status of the storage bay in this case both levels on both sides are full so not just the four red lights next to the gates are on but also the main indicator, a set of two red lights indicating that none of the bays behind it are empty, because all bays are full there is no ground floor lighting from the central launcher to the nearest empty bay.
    There is also a staircase behind the back wall connecting the 3 levels, where the first 2 are for mech and drone storage and the uppermost level houses 3 fighters one of which is a refit and storage banks for unloading ships quickly.


    View of the hangar facing the rear of the ship. Here you can see 4 empty docking ports for bigger ships and the central hangar control tower going up the back wall. There are again 3 main levels the lowest is below the central walkway and grands access into the inner ship. The second level is on top of the walkway which also leads to the inner ship. The upper level grands access to the tower which has 3 levels itself and overlooks all of the hangar featuring remote door control and a backup reset switch for the external lights around the door ( use the switch to permanently to them on or make them blink (default).


    A close up showing the indicator lights for the storage bays, stairwell access can be seen in the background.


    Some of the stored MechIIs, a word of advice to make your life easier when trying to enter them turn gravity off, one block is situated between each set of red and green lights, alternatively jump and press "r" at the right time. I went for more mechs so the access is not ideal but they are accessible.


    The Mech launcher but you can use it for any ship that fits through the plex doors. To use it simply fly in on the same level as the rest of the hangar so to leave space between you and the plex door stop in a central position so that you fit through the plex doors and are also under the central beam cannon, then simply tap the down key, as soon as you hit the layer above the plex doors you will be launched and the plex doors open to reset the launcher simply hit any activation block located beneath the platform or the activation block beneath the platform either in astronaut mode or with the docking beam so that it is yellow i.e. off this closes the doors and resets the beam. If you want to close it from the outside just deactivate the activation block so that its yellow i.e. off this closes the doors and resets the launcher. WARNING don't fly in through this plex door it doesn't end well as it tends to close or just shoot you out again, its a launcher not an entrance, use the main plex doors.
    Captains Room:


    Conference Room:


    Data Storage:


    Dining Area:


    The Bridge:


    Turret access tunnel it stretches from the back all the way to the front...


    Core Room with decorative switches on the left, on the right the 3 switches (not in image) can be used to lock the alarm activate it or toggle the red lights without activating the alarm.


    Power Room


    Torpedo launcher. Instructions: Place torpedo in front of beam cannon. Use the left activator to op en the doors and the right to activate the beam, alternatively use the centre one to do both. to reload deactivate the Beam and place new projectile.
    Hint you can activate/ deactivate the activators with a docking beam so go ahead and fire yourself in nothing more than a shipcore to get some real speed. Not for best results the max speed on your server has to be high, I go for realism so the speed of light that is 1080 million kmh that will mean that you travel 84 km in a ship core including tunnelling until you stop depending on your computer you will go different distances depending on how much you tunnel, I tend to go for 20-30 km but it really depends on how much tunnelling you get, it is incredibly fun though.


    A Server and storage room (the plex storage units are on the wall going left from here).


    A Prison open the 4 doors individually by hand or by using the activators.


    The medical bay:


    A room for several crew members.
    Thought it be cool to see what the Logic looks like as mostly you wouldn't normally see this in any showcase.
    This gives you an idea of the amount of logic although it doesn't show all of it.
     
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    Part 2 (due to picture limit)
    The rear of the ship.


    The front of the ship, featuring three storage tanks.


    The side of the ship.


    The underside of the ship.


    The whole ship from the side.


    The torpedo launcher is located in the centre of the column half way up.
     

    Reilly Reese

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    You better have doors in your really long turret access hall. Otherwise it can be compromised really easily.
     
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    You better have doors in your really long turret access hall. Otherwise it can be compromised really easily.
    There are some but only where it leads to the outside and where it connects to the ship, I kind of forget about that, oops.
     
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    lD-194 GenIII Kelvin showcase:
    The Front featuring Almond Industries emblem.


    The two nacelles one of which can be seen houses missiles.


    Side view, the two central turrets are the salvage turrets.


    View from next to one of the salvage turrets, the back of one of the missile nacelles can be seen.
    The Hangar equipped with two fighters, two mechIs and the Turtle.


    The hallway leading into the ship, and one of the two storage rooms.


    A server room and decorative logic.


    The Bridge combined with a conference room.


    The medical bay.


    The cafeteria.


    One of the two officer rooms.

    There are some more rooms, but they look really similar so I didn't include them.
     

    Captain Tankman

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    the Kelvin looks really awesome. Clean, simple, but very realistic in a way :)
     
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