Space Engineers

Space Engineers

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[RETIRED] WMI Komodo Guided Missile Destroyer Mk 1
   
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Type: Blueprint
File Size
Posted
Updated
7.154 MB
25 Oct, 2015 @ 5:34pm
15 Jan, 2020 @ 7:10pm
7 Change Notes ( view )

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[RETIRED] WMI Komodo Guided Missile Destroyer Mk 1

In 1 collection by Whiplash141
WMI Retired Ships
8 items
Description
The Mark 2 has been released!
https://steamproxy.net/sharedfiles/filedetails/?id=2108857776

-----------------------------------

WMI Komodo Guided Missile Destroyer Mk. I - Revision 6

Howdy! This ship is 100% vanilla and ready for survival!

You can find the missile guidance script HERE!

Change Log
See Change Notes tab for detailed info

Description
The Komodo Destroyer is the first vessel designed exclusively by Whiplash Military Industries! She is fitted with the top of the line technology that WMI has to offer. The Komodo is very fast, boasting an acceleration of 10 m/s^2 and is capable of jumping almost 1000 km with the use of its Jump Drive!

The Komodo was built from the ground up around her weapon systems: 2 Guided Anti-Ship Penetrator (GASP) launchers. Each GASP is an optically guided kinetic missile. The missile will travel wherever you aim your ship, much like a TOW or laser guided missile! Each GASP has a range of 10 km and is capable of penetrating 4 layers of heavy armour*!

The Komodo is fitted with a projector reload system for her torpedoes so that she can quickly rearm and deliver additional salvos down range. She is equipped with enough components to build 40 GASPs from scratch giving her the ability to fire 21 full salvos before she needs to resupply (counting the preloaded missiles). WMI engineers have also gone through the trouble of stocking all reactors and turrets with a full combat load!

We at Whiplash Military industries hope that you are satisfied with this product!

* In game collisions are wonky as heck currently so I can't guarantee these results every time.

Firing In Action


Firing Instructions
Make sure Launch Bay Doors are open (they are open by default). The weapon will not fire if the doors are closed. You can use the Launch Bay Camera to check on the status of the Launch Bay Doors. A firing klaxon will sound when you fire with the doors open; if you do not hear this klaxon, the missiles bay doors are likely open.

Once you initiate the launch sequence, the missiles will be guided by the heading of the ship. The GASPs will actively track the direction in which you are pointing and line themselves up on your vector. Missiles have a maximum range of 10 km before their guidance systems will shut off (to reduce lag).

The GASP missile constantly checks to see if any of its vital blocks are damaged. If any are, the GASP will lock its gyroscopes and turn off its thrusters so that it can not be so easily "spun out" or deflected by point defence.

You can fire the Komodo while moving, but this should only be attempted when dampeners are off. For built in safety, missiles will not be reloaded until ship is moving under 15 m/s (to avoid the annoying projector inertia bug).


Stopping Active Guidance (new)
You can make any missiles that you are currently guiding stop following your heading by triggering "Timer - Kill Guidance" (Button 9 on toolbar 1). When you trigger this, any fired missiles will lock onto your last heading that it detected before guidance was shut off and cease following where you aim! This is very helpful if you happen to miss your target and you don't want the missiles to give you a nasty surprise later on.

Toolbar Layout
Toolbar 1

  1. Launch GASP Salvo
  2. Open/Close Launch Bay Doors
  3. Primary Targeting Camera
  4. Secondary Targeting Camera
  5. Launch Bay Camera
  6. Rocket Launchers
  7. All Turrets On/Off
  8. Activate Jump Drive
  9. Stop Active Guidance

Toolbar 2

  1. Port Docking Camera
  2. Port Connectors Switch Lock
  3. Stbd Connectors Switch Lock
  4. Stbd Docking Camera
  5. All Turrets On/Off
  6. Gatling Turrets On/Off
  7. Missile Turrets On/Off
  8. CIWS Turrets On/Off
  9. Interior Turrets On/Off

Specifications
  • Mass: 3 148 620 kg
  • Forward Acceleration: 10.15 m/s^2
  • Powerplant: 600.00 MW
  • Gyroscopes: 21
  • Length: 135 m
  • Width: 42.5 m
  • Height: 32.5 m
  • Jump Drives: 1 with range of 965 km
  • Armament: Gatling Turrets x8 | Missile Turrets x4 | Interior Turrets x3 | CIWS Turrets x6 | GASP Launchers x2
  • Main Magazine: 20 salvos of 2 GASPs

Tips and Tricks
  • Do not attempt to fire while moving faster than 15 m/s. There is a bug ( or feature? ) in the game currently that causes projections to lag behind where they should be, thus making the missile rebuild incorrectly. I am working on a fix but I have encountered some strange bugs when I "fixed" the issue so far. Stay tuned for updates.
  • Aim at moving targets using the missiles as your aimpoint. "Drag" the missiles over the part of the target that you wish to hit and adjust your heading so that the missile stays on target. See the video for a example
  • If your enemy closes to within 800 meters ( turret range ) , it is time to use your Jump Drive and your speed to get out of range! The Komodo is not a front line vessel. She can defend herself using her turrets but chances are you will hurt afterwards.
  • If you miss your target hit 9 on toolbar 1 to kill the guidance on the fired missiles. The last thing you want is a missile you fired five minutes ago looping around to hit you!
  • If you decide that living is overrated and you wish to engage in close quarters combat, do not enter combat from the navigation deck. Let me say that again: do not enter combat from the navigation deck. The view is fantastic but you will get spaced very quickly!
  • Missiles will only reload when you are moving under 15 m/s (to avoid annoying projector bug)

Todo List
  • Test weld times in survival
  • Add instructions for survival setup

Author's Notes
I'd like to thank my friend 5URG3 for encouraging me to make my own ship. If he didn't stop me from quitting various times, I'd have never finished this ship!

Shoutout to Agnar for help with the missile acronym and motivating me as well :)

Also big thanks to RyansPlace for the gorgeous illustration of my optical guidance system.

The missile guidance script was written from scratch by me and I have 3 pages of notes to prove it :P! I will be releasing a version of this guidance script later on with usage instructions :)

If you have any questions feel free to post them in the comments!

Whiplash141 - http://steamproxy.net/id/Whiplash141/
> Please do not send me random friend requests! Leave comments on my profile if you wish to contact me directly :)

-----------------------------------

The Mark 2 has been released!
https://steamproxy.net/sharedfiles/filedetails/?id=2108857776
182 Comments
Armistice840 16 Apr, 2021 @ 6:09pm 
might as well modify it with the RDAV missile script, and this is a ship thats been around for years probably seen alot of service across multiple factions
sparky38 19 May, 2020 @ 8:00am 
Hello,
Thanks for this wonderful work. I projected and printed this ship in creative mode, and it worked like a champ; however, on a friends survival mode server it did not print any part of the missiles. In the missile bay there is a rotor (maybe rotor head) and no merge block. In tool bar one, item one and two are the book looking icon. Im going to reprint the ship, but I want to know if there is a setting we need to tweak for your ship to fully print. Thanks
Hrodemx 3 Apr, 2020 @ 10:50pm 
How i can recompile after firing and welding the missile?
-Devastator- 9 Mar, 2020 @ 5:14pm 
Hi whip can u accept my friend request? And, do u have any missile recommendations, or can u publish the missiles used here? Cause I want to use the missile but not the ship “I can’t use rotor turrets in survival due to projection”
Th3W0lf3 17 Jan, 2020 @ 6:57am 
beep
Whiplash141  [author] 15 Jan, 2020 @ 7:15pm 
@Recker79 : "Can you please make a revision for 2020"
Possibly... ;)

https://i.imgur.com/1mCXTDP.jpg


@All:

I went ahead and updated all of the scripts and fixed the blueprints inside, so she should fire again :). This version of the ship will be retired Soon(TM)
ZFau19 11 Jan, 2020 @ 8:07pm 
Can you please make a revision for 2020
Aljon 31 Jul, 2019 @ 10:37am 
rip its bugged now
enrique.waisfisz 19 May, 2019 @ 10:24pm 
ye de torpedos are not firing voor me too
:steamsalty::steamsalty:
Armistice840 30 Mar, 2019 @ 7:54am 
i think the ship may be bugged, also the torpedos are not firing