Hermes
This old blockade runner went through a lot of refits by the shipyard to be able to do what it does. Which isn’t much. Slow engine, outdated 4000kwh bang-bang controlled reactor, moderate cargo capacity. But what it has is spirit and the will to carry on.
T2 Transport submarine
Cost: 18000mks
Cargo crates: 60
Hardpoints: 2 small, 1 large. Bottom small can be doubled.
Additional weapon: nose mounted railgun. This can be controlled from the nav terminal, or wired out to a periscope.
Internal dimensions: 43.5m x 9.8m
– Nav terminal has discharge coils, firing torpedo and depth charge launcher.
– Reset speed resets the engines and ballasts to neutral, if you have sudden power issues. Try not to use this without the reactor controller.
– Reactor controller lets you use multiple fuel rods, and you can disable your engineer from operating it.
– If the sound of the gauges annoy you, you can turn them off by typing gauges in the chat window. It is wifi linked, but only 15m range from them.
– There is a button that toggles a signal that sends the remaining fuel % to the global chat, so you can see it while mining and cave diving. The frequency of the messages increases as the fuel gets lower.
– There is a searchlight system, with the periscope just right of the status monitor. Left click to switch cameras.
– Main ship controls are exposed as relays, so you can change around some wiring if you want to (both good and bad intentions), and the nose turret has exposed controller relay if you want to rewire it to a periscope. Ask engineer to do it to not mess it up.
– Jobs have their personal lockers that only they can open (colored storages except assistant one that is the bedroom safe).
– Weapons locker in the command room can be accessed by the captain and security.
– Ballast / Bilge turns the bilge in the engine room to an additional ballast to help with storng currents and faster sinking.
– Bottom hatch has a motion sensor that is calibrated for humans for quick entrance. It only checks a small area directly below the hatch, so if you bonk your head on it, the water rushing in will lift you up into the airlock.
– Bottom hatch goes from Ballast B, doors are automated, if you press the exit button the doors and hatches close, and when you leave the ballast after eva, the ballast automatically opens itself again.
– Next to the eva hatches there are resource transfer terminals for faster looting. Linked to the deconstructor 1. Note: put some storage crates in the bottom row, so the materials go in that instead of the outside storage.
– Lower docking button will turn on yellow when it can dock to something, and green when docked.
– Transducer changes position when you switch to torpedo controls. This disables ship controls though.
– Turret override lets you disable turet firing mechanisms. This helps if you have trigger happy bots near moloch families.
– I added a circuit, that ascends the submarine 7 meters, then returns it to it’s original position in case you get stuck below it while mining/looting. Just type in the chat window: go up