Space Engineers

Space Engineers

Not enough ratings
HMCS Fredericton FFH-337
   
Award
Favorite
Favorited
Unfavorite
Type: Blueprint
File Size
Posted
104.351 MB
13 Jul, 2021 @ 8:25am
1 Change Note ( view )
You need DLC to use this item.

Subscribe to download
HMCS Fredericton FFH-337

In 1 collection by DashDriverDan
Canadian Navy
4 items
Description
The HMCS Fredericton is a Halifax Class helicopter frigate. The end product of the Canadian Patrol Frigate (CPF) project the vessels were meant to be a general purpose blue water ship for the Royal Canadian Navy (RCN). With the lead ship of the class launched in 1988 and commissioned in 1992, the ships are still the mainstay of the RCN.

In the mid 2010's the ships underwent the Frigate Life Extension (FELEX) mid-life refit. This blueprint depicts the ship after the FELEX upgrade.


In-game data (approximate):

Weight: 5 200 000 kg
Blocks: 30 000
PCU: 80 000
Grids: 40

The ship is an amalgamation of small and large grids. The main hull is a large grid, while the top deck and super structures are all small grids, with the grids attached by a series of rotors.

The ship is to scale to the real ship, meaning it's small compared to most ship's I've seen on the workshop.

There are a few differences from the real ship. Obviously liberties have been taken when it comes to the interior layout. Weapons are where most other changes are: there are only 2 harpoons instead of 8 due to space; there are no torpedo's for similar reasons, and; there's no bear trap, as I couldn't figure out a way for it to work, or any utility for it in the game.



Weapons:

Missile targeting uses Whips LAMP and WHAM scripts. Use the [Missile] - Remote Control or the appropriate pages on the main remote control in order to set targets and launch missiles. It's recommended to active the missile exhaust group before firing. Harpoons (Missile 17 and 18) are much faster and more powerful than the regular missiles.

The main gun uses a rocket launcher. Use the [Main Gun] - Remote Control to use it. It operates using Whip's MART script.

The CIWS automatically targets nearby missiles, meteors, persons and small grids using Whips AI Turret Slaving Script whenever the FCS system is turned on.



Other Systems:

There are three missile racks on the sides of the helicopter hangar. They can be used for reloads. The larger racks are for the harpoons, the smaller single rack is for the enhanced sea sparrow.

There is a mouse aimed spotlight that can be operated using the [Spotlight] - Remote Control.

All conveyor systems are interconnected, although most small grid items use small conveyors and as such can't carry some larger items. The Bridge, Crew Quarters and both cockpits on the flight deck are all pressurised for survival games, provided the doors are closed.

There is a RHIB launcher on the starboard side. It can be controlled using mouse buttons from the [RHIB Launcher] - Remote Control. It can be used to launch and recover a small boat.

There are a few refuelling systems on board. The ship can recover ice and generate its own hydrogen. All the necessary systems are found under the [Engineering] tag in the K menu. Refuelling systems for the missiles have been removed. There is a single hinge part (more compact than anything else) on the flight deck that can be used to refuel a helicopter. It should be used with extreme caution.

There is a gangway built into the port side. Use the buttons forward of the gangway to control it.

Three button panels are located across the ship. Red will always sound action stations. Blue cancels action stations, and grey will toggle the nearby lights.

Power is provided by batteries recharged by hydrogen engines. The hydrogen engines should be left on most of the time. Batteries should be set to discharge when cruising at high speed, anytime the engines are off, or anytime in battle. With the batteries set to recharge the cruise speed is about half what it would be otherwise.

Primary propulsion is provided by atmospheric engines. Sprint power is provided by hydrogen thrusters that boost the ships speed by about 5 m/s, at the cost of consuming more fuel.



Game mode Considerations:

When in survival the ship will work, the only restrictions being with the weapons. The main gun must be manually loaded, as must the CIWS. The radar designators must also be loaded or else they won't work to guide the CIWS, and likely won't work for LAMP Turret based target designation. Don't allow the ship to completely exhaust it's hydrogen, it will sink.

Setting the world storage modifiers higher will increase the speed of the ship.

Turning off thruster damage is recommended. While there will be no thruster damage if it's left on, it will cause distracting amounts of smoke on the flight deck.

In-game scripts must be turned on.

Mods are not required, no blocks will be missing, but they are recommended for the best experience.
3 Comments
Padme 14 18 Sep, 2021 @ 4:57pm 
I've been on the HMCS Freddie a few times and although it's not perfect (no models ever are) this is surprisingly accurate. :steamthumbsup:

Also, my dad has served on the Fredericton before and he says "Not bad. Not perfect, but not bad, for a video game."
DashDriverDan  [author] 29 Jul, 2021 @ 4:38pm 
Thanks!
Field Marshall Krump 28 Jul, 2021 @ 12:13pm 
Amazing build.