Space Engineers

Space Engineers

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[VF2M] Hammer - Military Frigate
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
4.086 MB
8 Oct, 2019 @ 3:59pm
8 Oct, 2019 @ 9:19pm
4 Change Notes ( view )
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[VF2M] Hammer - Military Frigate

Description
[VF2M] Hammer - Military Frigate
(Vanilla | No Scripts | Survival Capable | 1954 blocks | 7981 PCU)

Dimensions: 34x17x13



Hammer is combat tested and optimized for fighting on KSWH's official servers.
It is designed to be user friendly while having the maximum in firepower, maneuverability, and survivability at minimum PCU cost.

The ship's limited cargo space is devoted to ammunition storage and supplying the ship's self-repair systems.

The crew compartment features an armored CIC with STATUS Threat Level Control, medical room, two cryo pods, assembler, contract block (for managing accepted contracts), and two armory lockers for tools and small arms.

A set of decoys are located behind heavy armor in the bow and are integrated into the dual rocket lauchers' self-repair system.


Hammer is capable of entering and exiting the gravity field of any planet or moon.

Dual jump drives give you the ability to jump further, or to immediately jump away if you find you have jumped into a sub-optimal situation.


Hammer features many cameras for aiming the ship's weapons and redundancy, and also features a forward facing camera viewing the connector, which makes docking much easier.

On planets, reverse thrust can be disabled in the G-menu, allowing you to coast without using your rear thrusters.

When exiting a planet, rear thrust can be controlled through the G-menu, allowing you to enter orbit hands-free, or to manage your thrust to avoid wasting power.

In the control panel and inventory screens all ship blocks are prefixed with the ship's model designation to make system and inventory management easier when connected to other grids.

The ship is also equipped with landing gear and an ore detector.


Threat Level Control is activated through the Captain's flight seat G-menu and displayed on three displays in the ship's CIC.

Fights can start in an instant. Managing your ship's weapons systems properly gives you the advantage over an unprepared opponent. TLC manages all these ship systems with one button press:
- Weapons
- Countermeasures
- Self Repair
- Lights
- Power
- Doors


UTILITY

1 Camera - Bow
2 Camera - Mast
3 Camera - Docking
4 Connector
5 Landing Gear
6 Rear Thrust Override +
7 Rear Thrust Override -
8 Beacon
9 Antenna

FLIGHT

1 TLC Passive
2 TLC Normal
3 TLC Combat
4 Reverse Thrust on/off
5
6 Jump Drive A on/off
7 Jump Drive A Jump
8 Jump Drive B on/off
9 Jump Drive B Jump

COMBAT

1 Rocket Launchers
2 Camera - Bow
3 Camera - Mast
4 Camera - Forward A
5 Camera - Forward B
6 Camera - Docking
7 Weapons on/off
8 Beacon
9 Antenna

Additional Information

LCD Images are converted with Whip's Image Converter[github.com]
38 Comments
thedaddyken 22 Sep, 2020 @ 7:10pm 
I was just going to say "Hi" to a fellow Crossout Survivor, then I figured we talked once about Goliath-shielded side-built Mech Spiders!

I was playing my Dual Mammoth, you sent me your Scorpion YT link. Nice to find out you're also a fellow Space Engineer. Great build, btw!
zrbyte115 27 Jan, 2020 @ 8:07pm 
Just to correct my last comment, its conveyor or small cargo blocks you must replace the welders with to make it airtight and keep the cryo pods working. You can also mount the welders above or below the missile turrets if you want to keep the repair function though it does spoil the look of the ship slightly.
Also to those struggling with leaving atmosphere its just like the author says, use the atmo engines until you notice the ship start to decelerate then pitch the ship to about 45 degrees so you can use the atmo and rear ion thrusters and slowly raise the nose of the ship to 90 degrees as the atmo engines stop working you should still be at full speed and running entirely on ion drives.
zrbyte115 27 Jan, 2020 @ 8:15am 
I see some people wanting this ship airtight. To do this simply remove the forward welders near the missile turrets. Replace them with armour blocks and then just add a vent somewhere, I put mine where the contract block was because I didn't need it. Like the OP says though you can retain the welder functionality just by using some oxygen bottles.
kanigit 18 Jan, 2020 @ 9:10am 
just need about 10 interior turrets for fighter/drone clearing and missile defense.
carn1vore  [author] 17 Jan, 2020 @ 6:33pm 
You should be aligned vertically and using your rear thrust by around 7000m if I remember correctly. You can't just spacebar to orbit.
WeebWacker 17 Jan, 2020 @ 4:16pm 
i cant seem to get out of atmosphere
carn1vore  [author] 21 Dec, 2019 @ 8:05pm 
Ion thrusters are significantly less powerful in atmosphere, but do still function. With that said, that's why testing to find the right balance between thrust and mass is so critical. It paid off in my very first multiplayer fight in this ship. It started on the moon and ended on earth with my opponent (in a very speedy hydrogen/atmo ship) leaving a crater in the side of a hill (:
[DF] Solid 21 Dec, 2019 @ 7:49pm 
Helpful, thank you.

As for atmospheric, I see the upthrust, but don't the ion cease to function? It can stay in the air, but can it maneuver on planet?
carn1vore  [author] 21 Dec, 2019 @ 7:45pm 
(2/2) IMO, seeing all the guts laid out helps me decide what else I will need and what I might actually be able to live without. Once I've narrowed the essentials down I like to stick them all together, slap a cockpit on, and find out how many thrusters I need to lift them out of gravity or to get the acceleration I want. With experience you'll be able to accurately estimate how much headroom you'll need to leave for armor, but you can certainly just slap a big block of heavy armor on there as well to help you judge. I hope you found some of this helpful, and good luck!
carn1vore  [author] 21 Dec, 2019 @ 7:45pm 
(1/2) Do you mean hydrogen thrusters? Because it's got four huge atmospheric thrusters. To use your PCU efficiently, remember the large version of many things like reactors and thrusters are often the same price as the small version, and are generally more efficient to boot. Doors are expensive, especially hangar doors, since it's easy to use a lot of them. One strategy I picked up from playing Crossout of all things, is to lay out your components before you start your build. Think of what you want the ship to do, and what it will need.