Space Engineers

Space Engineers

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PFS - CCG - Cerberus Missile Cruiser
   
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Type: Blueprint
File Size
Posted
Updated
16.015 MB
17 Mar, 2020 @ 12:45pm
31 May, 2020 @ 5:02pm
13 Change Notes ( view )
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PFS - CCG - Cerberus Missile Cruiser

In 2 collections by Lord Commissar
Phoenix Fleet Systems
34 items
Typhon Initiative
10 items
Description
5/31/20 - Updated all missiles with WHAM code. Replaced the ventral missiles with the same type used by the Eidolon. Updated Ventral Bays to accommodate. Added screens for LAMP, updated and homogenized control seat controls (see below). Cleaned armor of subgrids. Added a targeting turret to the front dorsal section for use with LAMP/WHAM missiles.

5/1/20 - Cleaned the armor, updated blue, ensured all rotors were included in the inertial sharing command for the pilot seat.

No Mods, Survival Ready

Cerberus Guided Missile Cruiser

Mass: 6,107,950 kg (empty)
Acceleration: 3.21 m/s^2 (Ion Only), 7.93 m/s^2 (Hydrogen Assist)
Jump Range: 1637 km
Cargo: 78 Small Containers
Hydrogen: 9 Tanks
Oxygen: 8 Generators, 14 Tanks
Power: 30 Small Reactors, 50 Batteries
Weapons: 7 Gatling Turrets, 10 Missile Turrets, 14 Anti-Missile Turrets (SG Gatling Turrets)
Payload: 6 Small HE Missiles, 8 Medium HE Missiles
Hangar Capacity: One shuttle or fighter
Crew: 10 - 1 CO, 1 XO, 1 Pilot, 1 Missile Operator, 1 Medical, 3 Engineering



Lore

At the turn of the century, PFS began "The Typhon Initiative", a program in which PFS sought the overhaul of the Republic Navy's aging fleet. Old ships were sent back to PFS shipyards, scrapped, and recycled into new models. The program's success was greatly enhanced by the growing power of the RIA in the Republic, which helped "persuade" many in the senate to this massive re-armament.

The face of this program was a new cruiser - the Cerberus Class Guided Missile Cruiser. It represented not only a ship full of state-of-the-art technologies that were far superior to that carried by older ships, but it also represented the dawn of a more homogeneous and streamlined military doctrine which favored a focus on long range stand-off tactics.

The Cerberus was designed to be a fully independent cruiser, capable of working as well in groups as when alone. Designed with efficient warfare in mind, the Cerberus has a smaller interior and operates off of a minimal crew. It carries more hydrogen than other ships of its class, allowing it to evade enemies with ease. Meanwhile, its large missile compliment ensures that it can devastate enemies with ease before they can retaliate.

---------------- USER MANUAL ----------------

Tab 1
  1. Batteries On/Off
  2. Reactors On/Off
  3. Hydrogen Thrusters On/Off
  4. Hangar Bay Doors Open/Close
  5. Select Rockets
  6. Rotor Inertial Tensor Sharing On/Off
    This allows for the ship to be more stable when on, but drastically reduces maneuverability
    (Basically, just turn it on when parked, and off when flying)

  7. Decoy Projectors On
  8. Decoy Welders On/Off
  9. Begin Decoy Launch Sequence
    This sequence is automatic. It will launch all 6 decoys in sequence

Tab 2
  1. Fire Single Missile
  2. Fire Dorsal Missile
    Dorsal Missiles will fire using button 1, but only after the 6 ventral missiles are exhausted. This button allows you to skip to firing Dorsal Missiles (which are larger) immediately.
  3. Fire All Missiles
  4. Kill Active Missiles
  5. Lock On
  6. Lock Off
  7. Switch Guidance Mode
  8. Switch Precision Mode
    This switches the missiles between targeting either the geometric center of the target, or targeting where your camera is pointing on the target
  9. View Targeting Camera
    This camera is off the bow and static

Tab 3
  1. Missile Projectors On
    Use to protect against glitches where projectors might turn off for no reason
  2. Dorsal Missile Welders On/Off
  3. Dorsal Bay Doors Open/Close
  4. Ventral Missile Welders On/Off
  5. Ventral Bay Doors Open/Close
  6. Toggle Missile Spiraling
  7. Toggle Missile Topdown Mode
  8. View Targeting Turret Camera
    The targeting turret is controlled by mouse inputs, and can be used to lock on to targets without needing to point the ship directly at it.
  9. Targeting Turret Reticle On/Off

Tab 4 Contains Cameras for the hangar and missile bays

Launching Decoys or Missiles



BEFORE FIRING
  1. Ensure that the projectors are ON (Tab 3, button 1). This is necessary due to glitches in SE. (They should always be on, but it isn't always the case).
  2. Turn the welders on to produce the missiles. Failure to turn off the welders BEFORE launching can result in catastrophe!
  3. Open Bay Doors (You will have warning signs in the cockpit that are bright red telling you not to fire if your doors are closed)

LOCK MODES

Camera
This mode uses either the bow camera (tab 2, button 9) or the targeting turret's camera (tab 3, button 8) to lock on to a target. Hit lock on (tab 2, button 5) to begin searching for a target. You will hear the sound change from a double to a single beep when the lock is acquired. Break lock with tab 2, button 6.

Turret
This uses the ship's gatling turrets to pick targets. Just fly within range for the turrets to pick a target, and fire missiles when ready

Beam Riding
The missiles will fly wherever the ship is pointing. Use the ship's bow targeting camera (tab 2, button 9) to guide them.

NOTE

There are several systems on the quickbars which are accomplished through timer blocks. You should NEVER attempt to control these systems manually, or through the timers that are not on the quickbars. This can break the sequences and lead to errors.



Author's Note
Thank you to all who have patiently awaited the release of this ship. I am sorry that it has taken so long, as this ship has been in development for over two years now. Originally, i was hit by some issues with SE itself, and then procrastination simply settled in. After that, life got busier and busier. In the past year, I have done research at NASA, started working for Delta (and will hopefully continue to in spite of our current global pandemic), and got married. SE has become something that I have little time to do, but I still do desire to continue with PFS, and will attempt to carry on as life permits.

It is my pleasure, though, to FINALLY release this beauty to you all. I have never lovingly cared for every detail of a ship like this one, so I hope that the time I put into it will show, and that you all will enjoy it as much as I have!

Scripts
MMaster - Automatic Configurable LCD
Whiplash141 - Artificial Horizon, Radar, Airlocks, WHAM, LAMP, Mouse Aimed Rotor Turret
Remaarn - Power Graphs

Misc
Interested in learning about the lore behind these ships?
26 Comments
Lord Commissar  [author] 26 Nov, 2021 @ 8:32am 
Gravity engines are heresy
Silverymoon 23 Nov, 2021 @ 3:25pm 
Does this ship have gravity engines?
Toothless 15 Aug, 2020 @ 7:53am 
I got it
Toothless 15 Aug, 2020 @ 7:53am 
I understand it now
Lord Commissar  [author] 6 Aug, 2020 @ 5:36pm 
Read the user manual section above
Toothless 6 Aug, 2020 @ 3:17pm 
how do i launch the missiles
Toothless 6 Aug, 2020 @ 3:05pm 
how do i fire the missiles
Lord Commissar  [author] 10 May, 2020 @ 8:16am 
Glad to be of inspiration! And thanks for the comment. The lore has fallen to the wayside a bit, so knowing people actually keep up with it helps the motivation haha
Firebird_528 10 May, 2020 @ 7:07am 
Your workshop items were the reason why I started playing space engineers. I love the lore, the shape and overall design of your PFS ships. In my oppinion quality is the key, so it does not matter how many ships you release. I am always happy to see one of your beauties Keep up the awesome work :selike:

Jarf 2 Apr, 2020 @ 10:43am 
Gat release is best release! Nice job on the mini missiles/decoys.