Space Engineers

Space Engineers

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Cypher Raven SS
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
2.684 MB
28 Mar, 2019 @ 11:57pm
2 Apr, 2019 @ 12:23am
5 Change Notes ( view )

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Cypher Raven SS

Description
Cypher Industries unveils its new stealth shuttle variant the Raven SS. Designed to undertake discreet intel gathering tasks, the Raven SS features a bespoke stealth signature mode. This mode effectively lessens power emissions and reduces the ships overall structural profile, rendering it all but invisible to conventional detection.

::No mods ::No scripts

NOTE
-The landing sensor is set to detect large ship and station grids only. This is to avoid triggering the landing sequence unnecessarily if you're just flying low to the ground. So, if you want to use the landing/ takeoff sequence successfully, make sure you're landing on a grid.

UPDATE 01/04/19
-Added a total of 12 more ion thrusters left and right to help with side drift in space.

UPDATE 31/03/19
-Fixed landing sensor not triggering and therefore not completing the landing sequence.

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Note: Refer to the Hotbar (Toolbar) Key graphic to identify timer block activated features.
- If the rotating side panels (the wings) get stuck in an unwanted position use the manual rotor control on Toolbar page 3.
- The thrust override mode to exit atmosphere is only effective if you keep the ships elevation angle under 40 degrees. Any steeper and you'll find yourself dropping like a rock despite thrusters at full burn.
- The ship does have two programmable blocks on-board, but they are inactive. I will leave it up to you to decide what scripts, if any, you'd like to use.

Also, note: The corner lcd indicators only change via timer block actions. Meaning, if you manually, say, turn on only ion thrusters and turn off atmo thrust, the lcd indicators and lighting will not change to space flight mode. How could it? However, the next time you activate space flight mode via timer block, the specific thrusters, lighting and indicators denoting you're in space mode may not activate properly. This is the downside to trying to automate "modes" only using vanilla timers.

Also, also, note: I made this before I realized 200 mm missiles no longer pass through small conveyor connection? So, the reload-able rocket launchers have to be loaded by hand. Sorry. I suppose, that being the case, you could replace the 2 reload-able rocket launchers for 6 single rocket launchers if you were so inclined.
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Auto landing and takeoff [Atmosphere Only]
This is a very rudimentary implementation. No scripts or ray-tracing used. Made possible by timer blocks and sensors.
-To automatically land it's recommended to level your craft above your landing zone and ensure there are no obstacles in your path. Switch your toolbar to page 2 and press #6. Sit back and take a sip of coffee, the Raven SS on-board computer will take it from here.

-To automatically take off, first make sure your vertical path is clear, switch to toolbar page 2 and press #5. The ship will unlock landing gear and activate thruster override for a time. Once it reaches optimal height it will disengage override, open side panels and release control to the pilot.

Quick Stats
Type : Small grid
PCU : 6,459
Blocks: 2,742
Mass : 150,547

- Two lightly shielded cockpits
- Predefined thruster modes and stealth mode
- Simple auto takeoff and land functionality
- Atmospheric and space flight capable
- 3 fixed gatling guns, 2 reload-able rocket launchers, 1 gatling turret
17 Comments
Darks33d  [author] 12 May, 2019 @ 12:41pm 
@EkiciLP What isn't working?
Tueem 23 Apr, 2019 @ 4:48am 
it isnt working
Darks33d  [author] 4 Apr, 2019 @ 11:30am 
@Gimplekin Alternatively, there's a trick you can use if you're able to briefly use Admin Tools. While in survival select the bp and copy to clipboard. Alt+F10, enable creative mode tools then paste the previous clipboard contents. It should give you a "wireframe" version with everything connected properly. Meaning, all blocks are at their initial construction stage. Disable creative mode tools and have fun welding.
Darks33d  [author] 4 Apr, 2019 @ 11:09am 
@Gimplekin Ya, such is the nature of multi-grid creations. If there's interest I can make the wings available as their on blueprint. You'll need to figure out a clever way to connect them. I just didn't want to require people to have to download two blueprints.
Gimplekin 3 Apr, 2019 @ 5:15pm 
cool, but the BP doesn't work in survival :/
Darks33d  [author] 2 Apr, 2019 @ 7:35pm 
@Whitehawk Pretty much
Whitehawk 2 Apr, 2019 @ 7:14am 
What makes it stealthy? The exterior lights turn off?
Darks33d  [author] 1 Apr, 2019 @ 11:13am 
@WardenWolf Yes, that script is awesome and I've actually tested it with this ship and it's great. Though for this build series I'm trying to avoid functionality that depends on scripts. Meaning, if you spawn this ship in a non-experimental server, that has scripts disabled by default, everything should still work. Perhaps I can make a Mk II version with the script.
WardenWolf 1 Apr, 2019 @ 10:07am 
Script you really need: https://steamproxy.net/sharedfiles/filedetails/?id=757123653

That will let you actually control the wing thrusters as if they were on the main grid.
ViccyQ 31 Mar, 2019 @ 7:58pm 
Ya the PCU limit on Official is 35000 but I completely saw this was a more visual focus so it's not big deal. I posted that because I thought this would be really cool to have on official but noticed the PCU. It's all good.