Space Engineers

Space Engineers

122 평점
[HS] CEU Tigershark Heavy Gunship [A][HGNS]
   
어워드
즐겨찾기
즐겨찾기됨
즐겨찾기 해제
Type: Blueprint
Mod category: Exploration
파일 크기
게시일
업데이트일
580.433 KB
2015년 11월 22일 오전 10시 44분
2016년 2월 20일 오후 1시 14분
업데이트 노트 2개 (보기)

다운로드 위해 구독하기
[HS] CEU Tigershark Heavy Gunship [A][HGNS]

5URG3님의 1 모음집
[HS][A] Hyperion Systems: Atmospherics Division
아이템 24개
설명
No Mods, No Pistons, No Rotors, Survival Ready.

Ship Details
Name: Tigershark
Class: Heavy Atmospheric Small Attack Craft
Role: Heavy Gunship
Environment: Atmosphere, Gravity Well
Crew: 1

Details
  • Mass: 91,889Kg
  • Block Count: 975
  • Length: 21.5m
  • Width: 16.5m
  • Height: 5m
  • Maximum Forward Acceleration: 14.8m/s/s
  • Maximum Upward Acceleration in 1g: 5m/s/s

Weapon & Support Systems
  • 8 x Gatling Gun
  • 6 x Sequenced Reloadable Rocket Launchers
  • 2 x Gatling Turret
  • 1 x Missile Turret
  • Oxygen Generator
  • Remote Control
  • Active ECM (Switched Wing Tip Decoys)

Description
While the Grasshopper Light Gunship provided security forces adequate firepower for light skirmishes, the CEU military required a heavier gunship for front line duty. Armed to the teeth and piloted by Grasshopper veterans, the Tigershark is now the primary Gunship of the CEU Marines. It is primarily designed to engage enemy ground vehicles and Skiffs and carries roughly twice the firepower of the Grasshopper. The Tigershark's automated turrets allow it to engage multiple small targets whilst its formidable forward facing weaponry can be concentrated on larger enemies such as Tanks. The Tigershark also features a basic ECM system that helps reduce damge from automated AA weapons while en route to its target. Despite its excellent anti-ground firepower, the Tigershark is vulnerable to enemy fighters and heavy air defence.


Notes
All Scripts by Whiplash141. You can check out his awesome work here:
http://steamproxy.net/id/Whiplash141/myworkshopfiles/?appid=244850

I try to make all my ships suitable for use in survival PvP and I'm trying to achieve some sort of balance between vessels to allow for multiple fleet builds, if you use my ships and find a good combination or a bug/problem, let me know.
댓글 26
Zealxi 2016년 2월 20일 오후 6시 59분 
Fantastic 5URG3! I'm very excited to jump back in this ship. Thank you very much for the quick fix!
5URG3  [작성자] 2016년 2월 20일 오후 1시 16분 
@Tallinu, Zealxi - Gyros have been repositioned. Thanks again for the feedback.
5URG3  [작성자] 2016년 2월 18일 오전 1시 36분 
Right fellas, going to get back to SE this weekend and this fault is top of my list :D Thanks for the feedback.
Zealxi 2016년 2월 17일 오후 8시 50분 
Confirming Tallinu, if the connector on top is destroyed, the whole thing almost implodes on itself. If this could be tweaked, this could be a very powerful ship!
Tallinu 2015년 12월 15일 오후 12시 49분 
I've discovered a pretty serious flaw. If the connector on top is destroyed, the six gyros attached to it come loose and cause explosions that take out the center of the ship, often including VTOL engines. This seems like a very vulnerable choice of blocks to mount gyros on, considering this "booby-trap" behavior.

Additionally, I couldn't find a single piece of heavy armor - not even around the nose protecting the cockpit. Considering that around 90% of my attack ship losses have involved the cockpit being shot out from under me, that seems like a bit of an oversight as well.

Aside from those issues (and the previously mentioned opinion that the tail spikes are overly long) it's still a beautiful and highly functional design, and I plan to customize a version of it to solve those problems for my own use. :)
Chabin 2015년 12월 7일 오전 9시 09분 
I have a similar one my friend made for me, it reduces the reload time with 4 reloadable launchers to about 2 seconds, and fires all the missiles in about 4 seconds
5URG3  [작성자] 2015년 12월 7일 오전 1시 42분 
@Chabin Yea, pretty much. It's Whiplash141's Weapon Sequencer Script.
Chabin 2015년 12월 6일 오후 9시 17분 
When you say that the missiles are "sequenced", does that mean you have them set to a script to manipulate when they fire to change the overall rate of fire?
Loptyeir 2015년 12월 5일 오전 10시 20분 
ok
5URG3  [작성자] 2015년 12월 5일 오전 8시 16분 
@Super mech maker Not a bad idea for future designs, but I think they would get burned on this one.