Space Engineers

Space Engineers

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T.N.F. Light Frigate Class 'Aquila' Mk.II
   
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Type: Blueprint
File Size
Posted
1.751 MB
15 Feb, 2015 @ 3:19am
1 Change Note ( view )

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T.N.F. Light Frigate Class 'Aquila' Mk.II

In 1 collection by Malmhrid
T.N.F. Decommissioned Ships
12 items
Description
(This ship is decommissioned, and will not be updated.)

A modded addition to the Trans-Neptunian Fleet! Nible and heavily armored, it is made to operate in task forces with other frigates. It has the necessary equipment to produce ammunition and materials, but lacks efficient means to collect raw materials by itself. It is therefore depentent on the support of
larger vessels or platforms for victualizing during longer operations. I've tried to make it a mix of practical and decorational features. Hitting the battlestations time block will sound three calls for general quarters throughout the ship and activate flashing battle lights, but also close all doors, activate internal turrets and turn on proximity alert sensors.

General characteristics:
-Length: 115 m
-Width: 42,5 m
-Height: 37,5 m

Armaments:
-Four ship-aimed Railguns, two on each side
-Two ship-aimed rocket launchers in the front
-Four gatling turrets
-Four blaster turrets

Features:
-Outer heavy armor layer over an inner layer of light armor.
-Internal, heavy armor protected bridge.
-Bridge connected to two situational awarness cameras, one upper and one lower.
-Three decks connected by stairs.
-Several escape pods.
-Everything is connected by conveyors and survival ready.
-Entrance posssible only through left and right airlock clamps.


Ship overview:

Deck A:
-Security/Prison
-Secondary engineering/Ammunition storage
-Captain's quarters
-XO's quarters
-Bridge
-Production

Deck B:
-Officer's quarters
-Escape pods

Deck C:
-Crew quarters
-Crew showers and head
-Medical room/infirmary
-Mess hall
-Primary engineering


Common incidents:
-To ensure that the timer blocks are working with the correct sound block, activate the "systems check" time block. Warning: This will activate all weapons for 1 second, and they will fire on anything that isn't friendly.
-If the ship isn't set to you as owner, the proximity sensors will be activated by the name plate and sound the proximity alarm.
-The rockets will sometimes hit the hatches (front doors) when its moving sideways while firing (the laser sights will also disappear when the door is in the way), but as long as the ship is still this won't happen. Alternatively, remove the front doors.


Mods:

Important to capabilities/external looks:
Docking Ring - http://steamproxy.net/sharedfiles/filedetails/?id=294619787
DoorMod [By UncleSte] - http://steamproxy.net/sharedfiles/filedetails/?id=347929047
Kolt - Command Console Pack - http://steamproxy.net/sharedfiles/filedetails/?id=304571628
Large Ship Railguns - http://steamproxy.net/sharedfiles/filedetails/?id=344199068
Ripptide's CW & EE Continued- http://steamproxy.net/sharedfiles/filedetails/?id=297339996
Twin Blaster Weapons - http://steamproxy.net/sharedfiles/filedetails/?id=389906547

For internal decoration only:
Deadtech Mess Hall Pack - http://steamproxy.net/sharedfiles/filedetails/?id=297110720
Eikesters Decorations and More Parts I and II - http://steamproxy.net/sharedfiles/filedetails/?id=312976851 and http://steamproxy.net/sharedfiles/filedetails/?id=337774723
Klaxons and Other Sounds for Sound Block - http://steamproxy.net/sharedfiles/filedetails/?id=356980097
Soundblock Female Voice - http://steamproxy.net/sharedfiles/filedetails/?id=357056042