Space Engineers

Space Engineers

36 ratings
[HS] CEU Timber Wolf Frigate [TFRG]
   
Award
Favorite
Favorited
Unfavorite
Type: Blueprint
File Size
Posted
697.748 KB
6 Aug, 2015 @ 7:40am
1 Change Note ( view )

Subscribe to download
[HS] CEU Timber Wolf Frigate [TFRG]

In 1 collection by 5URG3
[HS] Hyperion Systems: Archive
39 items
Description
No Mods, No Pistons, No Rotors. Survival Ready.

Ship Details

Name: Timber Wolf
Class: Heavy Frigate
Role: Anti-Capital/Station

Dimensions

Mass: 4,652,266Kg
Length: 185m
Width: 57.5m
Height: 40m

Performance

Maximum Forward Acceleration: 4.33m/s
0 to 100m/s Time: 23.07m/s
Gyroscopes: 22
Maximum Power Output: 200MW
Cargo Capacity: 4,453,125L

Weapon Systems

2 x Thunderbolt Torpedo Launcher
13 x Gatling Turret
9 x Missile Turret

Support Systems

3 x Jump Drive
1 x Repair Projector
1 x Medical Room
1 x Remote Control
2 x Oxygen Generator
8 x Oxygen Tanks

Crew

6-12

Description

Due to the inherent instability of the asteroid belt, the CEU Navy does not consider capital ships to be a sound investment at this time. However, other fleets in the solar system have embraced the power and status of battleships and dreadnoughts and without a solid defence against these behemoths, the CEU is in danger of being annexed by its heavily armed neighbours. The Timber Wolf Heavy Torpedo Frigate is Hyperion Systems' response to this threat. Specifically designed to fight foes many times larger than itself, the Timber Wolf is equipped with two forward facing Thunderbolt Torpedo Launchers to aid it in it's giant killing. Three torpedo variants allow several combinations of attacks. In close range fights, inert steel based torpedoes prevent damage to the Timber Wolf while continuing to inflict heavy blows against capital vessels. At longer ranges, a High Explosive/ECM combination can pierce almost any defence, including grav shields and Missile Turret batteries. Against lightly armed opponents, twin High Explosive Torpedoes can quickly reduce large cargo vessels to scrap. The Timber Wolf can even support Hawk, Tiger & Jackal attacks by firing dual ECM Torpedoes ahead of them, causing chaos for enemy defences in preparation for the inevitable missile storm. This weaponry combined with good speed and dual jump drive arrays allow groups of Timber Wolves to destroy sluggish enemy capital ships before they even have a chance to react.

Notes

Possible Combinations:
Shield Piercing Kinetic Torpedo = KN
Shield Piercing High Explosive Torpedo = HE
ECM Torpedo = ECM

KN/KN
Reduces danger of stray missiles detonating warheads inside the launchers. Good for when it is under attack from small ships.
HE/HE
For extra firepower against lightly armed opponents. Danger of warheads detonating in launcher if under fire. Significant distance to target is strongly recommended.
HE/ECM
For heavy firepower against heavily defended opponents. Danger of warheads detonating in launcher if under fire. Significant distance to target is strongly recommended.
ECM/ECM
For assisting other vessels by distracting enemy turret targeting systems.

Strong Against:
Capital Ships, Stations

Weak Against:
Frigates, Destroyers, HK, SAC Squadrons.

Torpedo selection display, auto door close and airlock Scripts by Whiplash141

Huge thanks to Whiplash141 for all of his help with Scripts and Quality Control. You can check out his awesome work here:
http://steamproxy.net/id/Whiplash141/myworkshopfiles/?appid=244850

I try to make all my ships suitable for use in survival PvP and I'm trying to achieve some sort of balance between vessels to allow for multiple fleet builds, if you use my ships and find a good combination or a bug/problem, let me know.
9 Comments
5URG3  [author] 30 Jan, 2017 @ 1:22am 
@Axlion Yes, I think that affects a lot of my stuff. Unfortunately this kind of thing happens a lot in SE, so it's a bit pointless for me to fix it when it could be broken again. I'd say you might be able to get it working yourself but last time I checked merges and projectors were bugged so it's probably a waste of time. So much for Beta eh? Sorry for the inconvenience.
Axlion 30 Jan, 2017 @ 12:52am 
Seems that since an update changed things involving projectors and projected objects' projected angle, the reload system for the torpedoes on this ship doesn't work anymore.
Merrick 30 Nov, 2015 @ 6:08pm 
would you be willing to make a compact torpedo model of this ship , i tried to replicate it , and even tried to cut it out and use it on its own but to no avail
Major_P0tat0 20 Sep, 2015 @ 6:34pm 
just used one of you ships against a assailant [it got owned in 3 seconds]
Spacebar Hero 15 Aug, 2015 @ 2:24pm 
i love all the ships you make
5URG3  [author] 10 Aug, 2015 @ 1:14am 
@Mecra, thanks for the heads up, I'll check that out. They were working by the timer switching off the spaceballs, but maybe I've been Keened! As for Gyro's, I thought they had them on the KN and HE. Maybe I've loaded the wrong torps. Anyway, thanks again for the bug report!
KilledJoy 9 Aug, 2015 @ 11:33pm 
My space station is going to be interresting to put this thing to the test if it can kill my station.... frigate vs Super station
mecra 9 Aug, 2015 @ 8:55pm 
A couple tests, and it seems that the torpedos' art masses don't turn off. I looked at the torpedo timer block and didn't see anything in there for turning that off. Maybe I missed something.
mecra 9 Aug, 2015 @ 8:01pm 
I love the ship design, but the torpedos need gyro stabilization. They fly out and then start twisting. Whiplash and others have torpedos that fly straight so it might be worth discussing with them. Overall though, I really like the design as I've wanted a double barrel siege ship for a while. :)