Space Engineers

Space Engineers

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Double Down Mk. IV
   
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Type: Blueprint
File Size
Posted
Updated
20.339 MB
23 Jan, 2023 @ 11:56am
25 Jan, 2023 @ 9:55am
2 Change Notes ( view )
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Double Down Mk. IV

Description
Premium Vanilla+DLC smuggler's ship capable of single +20,000 Km jumps.*


The Double Down Mk. IV is a continuation of the Double Down Mk. I platform, which is a continuation and off-shoot of the tried and true Fortune's Gambit platform.


Quick Stats
  • Survival ready: YES
  • PCU: 30,670
  • Jump drives: 30, yes, THIRTY
  • Crew: 1-3 (with limited accommodations for guests)
  • Store & ATM: YES
  • Mass (as shipped): 3,799,368 Kg (please note this is NOT dry weight)
  • Propulsion: Hydrogen (Ions to save fuel during docking maneuvers)
  • Max Safe Cargo Mass in 1.2G: 1M Kg
  • Weapons: Limited offense, medium defense
  • Armor: Light and very light with some heavy in strategic locations (NOT a warship)
  • Capable of mining: Yes, but limited, mostly for quickly obtaining ice
  • Proper hidden smuggler room: YES
  • Range of operation: Anywhere in vanilla star system

About the Mk. IV
General:
The Double Down Mk. IV isn't flashy, but that's just what a good smuggler is looking for!
The ship comes with a suite of systems and quality of life luxuries, as well as two drones for repairs and salvage missions. There is an automated hangar bay that perfectly fits a Gerbil miner, or ship of similar dimensions. There are also additional docking areas for a shuttle, fighter, drones, rover, and trade. Comes pre-configured for Radio Spectrometry compatibility.

Emergency systems and life support:
The Mk. IV also comes with some emergency systems to ensure continual life support including O2 farm and solar panels, as well as emergency O2 and H2 tanks set by default to stockpile. However, we advise you keep a decent stockpile of fuels on board. Many areas have seating to recharge your suit. For those with a green thumb, there is also a dedicated hydroponics bay (hydroponic growers not included). Ship now includes 2 backup generators to supplement solar panels in emergency situations.
Cargo space is plentiful, and the ship comes with refining and production capabilities. Aside from piped cargo containers, the ship also has cargo crates, and supply shelves strategically placed near vital systems.

Damage control & Combat notes:
The ship, while not designed for battle, has some natural protection due to the immense power needs. The insane number of jump drives, thirty in total, partially shielded by over 60 batteries, ensures that even if half the ship is destroyed, you can still jump to safety, assuming the bridge wasn't taken out. All jump drives and batteries can be accessed for repairs without leaving the ship. Additionally, there are depressurized maintenance areas that act as forward and aft buffers in the event of catastrophic collision. In the event engines fail in atmosphere, the ship does have a parachute system that can auto deploy at a safe altitude. If the terrain is level, the ship should land with minimal damage, even with no pilot. There are also two aft rotors available for adding custom turrets or other gizmos, such as decoys or even bombs. This ship is designed to be easily modified to fit your needs.

Central payload chamber notes:
The rover bay is still experimental.
Since this ship is really meant to have a shuttle for interacting with planets, the rover bay is more for role play purposes than practicality. Think the show Firefly where they have an ATV for running quick trips from the landing site to a nearby town. This central section is also a prime candidate for customization; from utility to combat needs, or even emergency escape pods, you're sure to find ample room to retrofit as needed.

Notes about development:
This ship has gone through extensive testing and alterations.
The Mk. IV is a vast improvement over the Mk. I in many ways.
There are also some Easter eggs and helpful hidden stuff!
Please leave constructive criticism/feedback, it's very appreciated!

Final thoughts
Keep in mind, this is not meant to be a beauty queen, nor is it a battleship. We don't care if you think it needs more guns and armor, because that's not what this ship is for, though you can certainly upgrade it to fit such a role. This is first and foremost a light cargo jump ship with a smuggler theme. It is meant to be quick on long range deliveries, tough enough to survive 10 seconds before jumping, and have a gritty, utilitarian-yet-lived-in feel. It is a home in the stars for those spartan enough to appreciate what she represents. Think Millennium Falcon, Ebon Hawk, Serenity, Milano, or the Benatar.

Easter eggs and useful data pads are only available when copying/pasting the blueprint. It is recommended you explore the ship at least once by copy/paste. This will also help you to understand the very easy-to-reproduce sub-grids the ship has, in the event you are not using the plugin that lets projectors project sub-grids in survival.


*Single jumps over 20,000 Km are possible with less cargo than what comes with the ship when pasted.
4 Comments
Goatroach  [author] 12 Feb, 2023 @ 6:11pm 
It has enough H2 to land on Pertam or Earthlike, return to space, and then some. I mostly operate it in space, and if I wanna go somewhere, I just jump to it, lol. You can of course refit it to your liking.

As for getting lost, it's actually a fairly simple layout, basically a couple of "H" shapes on top of each other. You have a starboard section, and a port section, with lateral pathways to cross. Maybe I'm just used to it, though.
Jzuken 12 Feb, 2023 @ 4:34pm 
In total, really cool and functional, but very easy to get lost in. And maybe it should have some more hydrogen tanks instead of jump drives - but that depends on it's use.
Goatroach  [author] 12 Feb, 2023 @ 1:34pm 
Latrine privacy is strictly based on the honor system, lol.
Jzuken 12 Feb, 2023 @ 6:12am 
Very nice, good looks... but what is that? Bathroom and toilet don't have a door! XD