Space Engineers

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PHI Wyvern-Class Mobile Weapon
   
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Type: Blueprint
File Size
Posted
Updated
5.404 MB
22 Feb, 2021 @ 7:02am
6 Apr, 2021 @ 12:46pm
2 Change Notes ( view )
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PHI Wyvern-Class Mobile Weapon

In 1 collection by Crescent
[PHI] Pravda Heavy Industries
19 items
Description
PHI Wyvern-Class Mobile Weapon
SPECIAL TYPE MIXED GRID
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Vanilla + DLC
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Description:

Developed due to a request for a more durable and customizable fighter, as most PHI craft are designed to be replaceable without much room for additions based on a pilot's wishes.
The Wyvern is the first of its kind to be made public by PHI, though it is based on the second prototype.
It is classified as a Mobile Weapon (MW), a new classification meant for mixed grids that fulfill the role of fighter craft.
This is due to how they stack up compared to pure small grids. The effective operational time and combat potential of a mixed grid is much higher, but they are more expensive to produce as well as being larger in size.
The MW-02 Wyvern achieves this higher performance through the use of large grid batteries, hydrogen tanks, thrusters and turrets, increasing its operational time and mobility, as well as effective firing range.
However, it is also a much larger target. As such, the Wyvern has a decoy launching system built into its fuselage, which can rapidly deploy low cost decoys to protect the craft from turret fire.
The colour scheme it uses was also created to prevent visual detection at long range, allowing the Wyvern to ambush ships.
Its firepower is nothing to scoff at either, with it effectively being equal to that of a small large grid ship. The default loadout has three times the amount of gatlings that the Javelin interceptor carries!

Much to the dismay of the requestor, the only carrier in the PHI catalogue capable of carrying the Wyvern is the Weser-Class Escort Carrier, which is incapable of properly maintaining the Wyvern-Class.
Plans have been made to create a new carrier type meant to carry Mobile Weapons as well as small large grid ships, but the project is still in its infancy.

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Features:

  • Survival Ready: Two separate conveyor systems; one for oxygen and reactors and one for the rest, meant for maximizing hydrogen production.
  • Two rotor turret "arms" with nine gatlings each.
  • A further two missile turrets that serve as designators, as well as attachments for four player made missiles.
  • Head that looks menacingly towards the turrets' targets.
  • Decoy launcher to help with fighting large grids.
  • 800 meter turret radar range.
  • Relatively easy to replace subgrids.
  • Uses a mix of hydrogen and ion thrusters.
  • A single cryopod for the occupant.
  • Cleaned up terminal and hotbars.

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Specifications:

  • Blocks - Main Grid: 1,773
  • Blocks - With Subgrids: 2,337
  • PCU - Main Grid: 15,350
  • PCU - With Subgrids: 19,470
  • Mass - Unloaded: 178,394 kg
  • Airtight: Yes, the cockpit is airtight.

Dimensions:
  • Length: 22,75 Meters.
  • Width: 22,50 Meters.
  • Height: 11,50 Meters.

Usage:
  • Role: Super-heavy multipurpose fighter.
  • Area of Operation: Space, moons, temporarily on planets with up to 1.00 g's.

Other:
  • The decoy launcher uses a gatling to detach the decoys. This gatling gun is connected to the oxygen conveyors, and must be manually rearmed.
  • The welder for the decoys is turned OFF by default. Turn it on through the terminal.
  • When trying to launch decoys, move forwards and activate the gatling, inertia will do the rest.
  • When building the ship, start with the large grid hinge, remove its hinge part and add a small grid hinge part in the control panel.
  • When building the ship, make sure to remove the rotor parts and wheels that spawn on the advanced rotors and suspensions.
  • When building the arms, make sure to turn the hydrogen thrusters off via the timer block. The cockpit's control over gyroscopes and the turret slaving Programmable block should also be turned off.
  • When building the arms, attach the runner to a immobile surface with the landing gear, then remove the blue blocks connecting it to the ship.
  • When building the arms, attach an entire arm before moving on to the other.
  • When building the arms, after attaching a shoulder, remove the red blocks connecting it to the runner and move downward. The rotor and the rotor part are already aligned, you only have to attach it. Once attached, remove the red blocks connecting the rest of the arm.

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Controls:

Toolbar 1:
1: Gatling Gun Decoy Launch.
2: Forward Camera View.
3: Lock On/Off.
4: Guidance Offset Switch.
5: Missile Launch.
6: Guidance Mode Switch.
7: Turrets On/Off
8: Navigation Lights On/Off.
9: Parachutes open/closed.

Toolbar 2:
1: Connector Camera View.
2: Connector Lock Switch.
3: Batteries Recharge On/Off.
4: Arm Projector On/Off.
5: Missile Projector On/Off.
6: Guidance Mode Switch.
7: Hydrogens On/Off.
8: Ions On/Off.
9: Parachutes Open/Closed.

Toolbar 3: Rotor detaches for the rotors in case of Clang.
Toolbar 4: Rotor attaches because it's easy.

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Credits:

I don't know if it was done before, but I got the idea for blueprinting the subgrids from the Starhawk by Schwarz and CrimsonAdder.

Scripts used:

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Author's Notes:

I got the idea from a game called Infinite Space, which has fighters that are basically spacecraft with mecha parts.
It's also were the term "Mobile Weapon" comes from, as that's what those fighters are called. It's pretty obvious that the name was inspired by Mobile Suits though.
It's probably not the most practical ship in survival, but it isn't useless either.
Just... remember to launch some decoys before attacking any turrets. Due to the way turret targeting works they almost always go for the arms first.
6 Comments
goostifer 9 Sep, 2023 @ 1:23pm 
we need more of these
:selike:
asphaltknight3198 22 Aug, 2022 @ 10:27pm 
Yes i can see some gundam and macross vibes from this also this thing would be perfect for scaring the hell out of people on servers keep up the fantastic work man
Mecklord 21 Aug, 2022 @ 4:43pm 
Looks like a VF-1 in guardian mode, just taken to extremes
Coster of Joy 21 May, 2021 @ 6:17pm 
So... Anyone else getting Zeon vibes?
Crescent  [author] 22 Feb, 2021 @ 12:14pm 
Don't worry, it doesn't bite!
Reavvr 22 Feb, 2021 @ 11:56am 
Jesus christ this thing is scary