- Edited
This is a work in process. You can help by posting your own example ships. Please do not spam or go off topic but keep it in moderation. If you intend for an extended discussion of a certain parts start a new topic on it.
Some example ships may be outdated due to changes of the game and mod. If that happens usually the parts involved are replaced by corridors. Only major part component changes could make loading fail. Currently no such parts exist yet. However, I consider a complete rework of the Singularity drive which may invoke this problem.
2x1 Wedges have been removed from the mod as Cosmoteer 0.12 has introduced the vanilla wedge 1x2 version. Older builds should have no problem loading but have to have those parts replaced with the vanilla parts.
I'm just reposting the ships so the texts are not up to date nor do I have the time to rework them now. This does not apply to future examples.
OLD / PREVIOUSLY POSTED EXAMPLES
Holothurian class test build.
Test ship Heart of the Cosmos
Almathea class
the Gosloth
the Heirbirsh
There's some miscalculation in these early builds which makes upgrading tough.
The Abh ships are missing two rail guns each.
F-16XL
Battlecruiser
newer Sol Bianca
Sulaco updated
Juno satellite probe
ISS Station
Ancient ship
made it "easy" for you
Nuclear Detonation Drive
Tractor Beam
Offers option to pull or push a target. Menu's not quite perfect. Pushing may require you to manually assign a target. Edit: There's a small tractor beam for small ships. Also note ship mass plays a role. A light ship can't push a heavier away, it's pushed instead.
Antiproton cannons
Likewise the cannons can now switch for pulse or beam fire. And likewise beam may need manual target assignment.
Decoy Drone
Works like the others only for distracting Point Defenses. Chaff and Flare dispensers are individually available for ships and only need bullets.
Other test ships: **gatling PD and antimissile missile launcher*
Edit:
Electron laser beam
It changes beam wavelength, hence color, in order for the target to absorb more energy than possible with a single color laser. Found a minor error here fixed and updated.
NEW / UPDATED EXAMPLES
v.0.4.6RC3
Escape pod/berth 2 examples
kinetic wave pulse cannon example
shield projection cannon and pinpoint barrier defense example
Note: These only react to target-able missiles or bullets.
v.0.4.6RC4
gravity mine launcher example + firecontrol station hubs + briefing ready room
Note: The gravity mine is dangerous to use and should not be launched at high speed! Make sure no obstacle are in its way or it may be triggered prematurely.
v0.4.6
antimatter weapons examples
with Skynet's Matter Matters mod (Particle Accelerator for antimatter production)
v.0.4.7
A (bunch) number of parts were added including a block with fire blast doors "Fire Block Bulkhead", this will allow control of access to different ship sections or in combination with the "Airlock Changing Room" control access to other ships. Ship-to-ship transfer is not supported by the game yet. Only works with an enemy around
By default the fire blast doors are open. By toggling the button you close off the block and deny the crew access beyond it.
To open it again select the part again and switch to open
Known issue: If the crew already has plotted a path through the block the block won't close until after the crew has passed the door. Sometime this will cause a crew to be stuck inside it.
Due to a bug Lafiel the block may require batteries to be supplied.
Also a new Non-Explosive Reactive Armor was added. More options for antimatter and water tanks for e.g. smaller ships.