Space Engineers

Space Engineers

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Franz Gunship (stock, o2, survival, updated Apr '15)
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
419.199 KB
18 Apr, 2015 @ 3:32pm
1 Change Note ( view )

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Franz Gunship (stock, o2, survival, updated Apr '15)

Description
This gunship is not very large, but packs a good set of features.
100% stock vanilla parts. Conveyored up for survival.

It started as supersized version of Hanz but soon became tailored for combat. I wanted something that would be fairly maneuverable and hit hard.

The front of the ship holds a small ship structure for decoy torpedo projector and an array of 18 gatling guns.
It's located in my workshop here:
http://steamproxy.net/sharedfiles/filedetails/?id=427900190
If pasting this into creative mode then it should pop in already attached. Just re-lock the connectors!
Otherwise build separately and dock it in. It's a tight squeeze. If you prefer not to use this feature then you can just fill the front with a large spotlight and more large rocket launchers.

The forward mounted decoys should direct incoming fire low and away from the cockpit. Ideal strategy is to fire off a decoy torpedo so that no incoming fire is directed at you. Use gatlings+rockets to disarm enemy ship.

Dual spherical "gravity shields" to protect from gravity powered projectiles, and assist in torpedo launching.

3 axis gravity drive will accelerate this ship to 104 m/s in 8.5 seconds. Lateral acceleration causes some rotation, it's not perfectly balanced. But it is good to avoid incoming damage if you see it coming.

Features:
-Oxygen systems
-3 axis gravity drive automatically driven from WSAD control.
-Fixed gatling gun array, several automated turrets
-Torpedo builder and launcher, preloaded with simple spaceball "decoy" torpedo
-Automatic airlock operation of exterior doors
-Automatic gravity actuation (walking gravity when person detected, otherwise shields up)
-Enemy proximity defense actuation
-Projector containing blueprint of itself for repairs

1,925,000 kg. ~400k triangles. Not too much glass.


To use:
Flight seat G menu has some timer blocks set up.
The first set is to enable/disable the gravity drive. When enabled it uses WSAD control.
For more information on that, this is the script:
http://steamproxy.net/sharedfiles/filedetails/?id=390624351

The gravity "shields" are in-line and balanced with the gravity drive, no need to turn them off. They will automatically turn off when you are detected (out of the chair and walking) so that you can walk normally without being affected. The grav drive will also shut off and floor grav will turn on.
When you are not detected anymore, either offline or in the chair, then the shields automatically turn on.

Second group of timers is for the torpedo launcher. 1st is the start trigger and second is to toggle the start timer on and off. Once started it will continue to build and launch spaceball torps until disabled. It launches one every 10-15 seconds. (This may have to be adjusted up or down depending on the welding and grinding speed of your server. At 10x this may be much faster.. the timers for these are located on the gun module).
Additional forward gravity fields will automatically turn on. The shields are aligned with the projectile as well, no need to mess with anything at all really. The "Floor" gravity for walking around will also automatically turn off. Don't worry it'll turn back on when you get out of the chair.

There are 2 ways to enter and exit the ship. The top blast doors open via button panel on the inside or automatically from the outside. The rear doors are fully automatic. For both you will hear an audible alarm, put your helmet on! The interior doors and air vents do airlock type function automatically, 4-5 second delay.

The front engineering and torpedo rooms are not pressurized. Each of these rooms has a button panel near the door to close up and depressurize the hallway before opening the door.

The security proximity sensor will turn on if enemy detected within 50m of the ship. It activates all turrets and a GUI "spam" antenna so that visibility is difficult. The antenna will turn off after a delay if the enemy goes out of range (or dead) but the turrets will stay on.
3 Comments
AutoMcDonough  [author] 5 Oct, 2015 @ 2:03pm 
I'm going to rework the decoy launching system, the mixed-grid operation has proven itself to be difficult to set up reliably. Half the time I paste this into a world it needs attention. Also on the list is to gut the "warp drive" in favor less weight and more thrusters.
AutoMcDonough  [author] 21 Apr, 2015 @ 10:42am 
I think I found a glitch with the hangar doors not automatically closing when they should, will take care of that asap
Johnald P. Redham 19 Apr, 2015 @ 3:23pm 
Looks great. And all vanilla too. Quite a nice piece of engineering.