Space Engineers

Space Engineers

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PFS - FFG - Eidolon Guided Missile Frigate
   
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Type: Blueprint
Taggar: ship, large_grid
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14.650 MB
26 maj, 2020 @ 8:29
26 maj, 2020 @ 18:34
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PFS - FFG - Eidolon Guided Missile Frigate

I 2 samlingar av Lord Commissar
Phoenix Fleet Systems
34 artiklar
Typhon Initiative
10 artiklar
Beskrivning
Update 5/26/20 - Missile Code Updated, Redesigned torpedos to be more reliable at detonating

No Mods, Survival Ready

Made to showcase Whip's new toys:
WHAM, LAMP

Eidolon Guided Missile Frigate

Mass: 1,553,399 kg (empty)
Acceleration: 19.7 m/s^2
Jump Range: 6437 km
Cargo: 2 Large Containers, 2 Small Containers (875.4 kL)
Oxygen: 2 Generators, 12 Tanks (1.2 ML)
Power: 34 Small Reactors, 6 Batteries (612 MW)
Payload: 16 HE Missiles, 2 HE Torpedos
Crew: 2 - 1 Pilot, 1 Copilot

Lore

The Eidolon was a surprise to many in the Republic. As ships like the Cerberus took the spotlight, the Eidolon was produced almost entirely in secret, and released with little publicity at all. This secrecy covered up a more controversial element of the ship's development - most Eidolon's found themselves in the service of the PFS corporation, rather than the Republic Navy - a violation of the limitations on corporations proposed by TVSI many decades ago.

It was clear that PFS was growing in power and influence, and their growing relationship with the Navy alarmed many in more pacifist corporations like KUS. However, because PFS had gained a monopoly on Defence, and the Typhon Initiative was well liked by the Ministers of Defence, there was little that those in power were willing or able to do about it.

The Eidolon would go on to be the Navy's premier hunter-killer ship, as it embodies the philosophy behind the Typhon Initiative: Long range artillery. It is pure in its role, with only light armor and no other weapons but its large compliment of missiles. Its jump range and speed ensures that it can evade enemies with ease, and always be able to strike first and strike hard.

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

Controls



DO NOT control these systems (i.e. the bay doors) manually (through the K menu). Use the preset controls so that things stay in sync.

  1. Turn the welders on to produce the missiles. You should turn off the welders before launching to help performance.
  2. Make sure the bay doors are open. There will be a light that comes on in the cockpit to inform you of this.
  3. Choose guidance mode, lock on if necessary, and fire desired amount. These missiles are fire and forget.

For better lock precision, there's a camera on Tab 2 to help you. The lock will occur at the center of your screen if you have switched Precision Mode to Offset. Otherwise, the missiles will target the target's center.

Stop using filthy, ugly Terran cameras. Get clean, sleek Titian cameras here.

Scripts
MMaster - Automatic Configurable LCD
Whiplash141 - Artificial Horizon, Radar, WHAM, LAMP, Airlocks, Missile Status

Misc
Interested in learning about the lore behind these ships?

No, it's not a Longsword. This ship was inspired by the Greater Good[encrypted-tbn0.gstatic.com]
13 kommentarer
Silkofoxx 4 jan, 2021 @ 15:33 
having a problem with this in survival mode I have built everything and some reason the toolbar in the cockpit is reset where I need to manually add everything in is there a way to stop this or if I am doing something wrong is there a way to fix it
Lord Commissar  [skapare] 2 dec, 2020 @ 8:43 
Unless Keen went and changed something in the months since I left this game, you shouldn't need the blueprints as the ship should already have them loaded and build them as it's designed to do.

If i published blueprints, it would be 16 separate ones, since the number in the code has to change for each separate one. Honestly, I'd rather let things like this fade away than keep returning to update something every time Keen upsets the balance of things.
Insomnium 5 nov, 2020 @ 16:38 
Id also like the blueprint for the missiles if possible, not sure how to complete this otherwise
Doombad 16 jul, 2020 @ 19:58 
Have you published the blueprints for the missiles used on this ship?
daroach1414 5 jun, 2020 @ 9:05 
this thing is pretty damn sweet. Good job man.
CrimsonAdder 1 jun, 2020 @ 7:21 
very interesting design for a large grid!
Lord Commissar  [skapare] 29 maj, 2020 @ 0:37 
thanks for the feedback! the interior was particularly challenging given the limited space. i considered more than once just letting it be a horizontal layout, but i managed to move things around just enough to get it to work.

In ships this small, I think it's also important to have all the vitals accessible for maintenance, because you don't have much redundancy to go off of. So that made it more challenging when considering the reactor maintenance areas, but then i just figured i'd have them separate and unpressurized. and of course it's also nice when you're not having to worry about armor ;)
Jarf 28 maj, 2020 @ 14:52 
So the missiles are obviously very impressive on this design. 16 little ones that fire in a swarm and the two larger ones that carry a heavier payload. I don't think the interior should be overlooked though. This has a really clever vertical floor plan like many of your recent ships. Very well done as always Lord Commissar!
Lord Commissar  [skapare] 27 maj, 2020 @ 7:12 
Lol whip has ushered us into a new era of warfare
Rhea.licious 26 maj, 2020 @ 23:00 
Okay I REALLY have to finish my missile ship! :D