Space Engineers

Space Engineers

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XNF-12A Valkyrie II [NO MODS]
   
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Type: Blueprint
File Size
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332.437 KB
23 Oct, 2015 @ 11:16am
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XNF-12A Valkyrie II [NO MODS]

Description
The XNF-12A Valkyrie II is my hand at trying to build a vanilla version of my orignally heavily modded fighter, The Valkyrie. This is a totally new ship though it's weapons and handling are almost the same.
Battery powered with x4 batteries, this gives 24 minutes of power at full thrust with a small reactor for starting and emergency power.
x4 25mm cannons on either side of the cockpit provide focused firepower for quickly taking down your enemy at most ranges, twin internal small cargo containers allows for extra ammunition on larger combat missions. Twin 200mm rocket launchers using a timer to fire single rounds allows for quick kills and for damaging large ships.
The Valkyrie II also has a merge block on the top for mission packs, currently the only one is a hydrogen booster pack for atmospheric use.
This ship comes with two programable blocks and two timers that are unused to add any needed script.
Lastly, the Valkyrie II has x4 downward small thrusters [for a total of 10 small vertical thrusters] for VTOL use when landing on planets. This system also shuts off the large thrusters so your not accelerating into oblivion well trying to land.

Thank you and please comment down below and let me know what ya think!

-Nordic Beast



My work may not be copied or used in any way without my permission prior to posting. Violators will be reported to steam/valve.
11 Comments
PenguinGamer98 19 Jan, 2023 @ 3:11pm 
How does it fare in the 'MAH' formation?
NordicBeast  [author] 26 Oct, 2015 @ 6:15pm 
shepard1707,

Fighter Cockpit LCD Modules, [SEI] Cockpit Immersion Pack and [ALPHA] Guided Missiles. They're all on the workshop.

Carkoth, thank you!
Carkoth 26 Oct, 2015 @ 6:08pm 
Very nice
VikkelEekhorn 26 Oct, 2015 @ 12:42pm 
What mods did you use in the shipyards video?
NordicBeast  [author] 25 Oct, 2015 @ 2:08am 
I understand that, I simply worded it poorly. I meant you won't have to add a program or timer block if you get the LCD's working as there are some already there. :)
Cherono Lord 24 Oct, 2015 @ 7:55am 
cant use DX11 because I get annoying line all over my screen, the problem is the blocks for the fighter LCD not the prog blocks
NordicBeast  [author] 23 Oct, 2015 @ 11:25pm 
Thank you ghostly xenolego!

gothosan, I'm sorry to hear it doesn't work. :/ The ship actually has a few two programming and timer blocks built in to use whatever script you like, so if they do get it working for DX9 or you switch to DX11 it's already in the ship! And thank you!
xenolego 23 Oct, 2015 @ 11:18pm 
Cool!
Cherono Lord 23 Oct, 2015 @ 11:08pm 
I have the opening glass mode and the fighter LCD but I use DX9 so due to a bug it seems I cant see the LCD which is a shame since I want to put a prog block and run few scripts.
I like this design btw :)
NordicBeast  [author] 23 Oct, 2015 @ 9:58pm 
gothosan, this is the modless version of the fighter, I didn't post the version with the LCD screens. I'll post it soon as it's mods were simply the more detailed cockpit with opening glass, the LCD screens and AI missiles.