Space Engineers

Space Engineers

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PFS - DDG - Phantom Guided Missile Destroyer
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
1.039 MB
11 Nov, 2015 @ 7:32pm
21 Aug, 2016 @ 2:25pm
2 Change Notes ( view )

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PFS - DDG - Phantom Guided Missile Destroyer

In 1 collection by Lord Commissar
Phoenix Vintage Craft
62 items
Description
Update 21/08/16 - Fixed Projector Offsets

Phantom Guided Missile Destroyer

Mass: 5,575,207 kg
Acceleration: 4.43 m/s^2 (with boosters) 2.28 m/s^2 (normal)
Length: 215 m
Max Jump Distance: 897 km (2 drives)
Payload: 10 LARP Torpedoes
Permanent Armament: 2 Missile Turrets, 8 Gatling Turrets
Cargo: 48 Small Containers, 2 Large Containers
Connectors: 5 (2 Per Wing, 1 Main Connector)
Batteries: 27
Oxygen: 2 Generators, 15 Tanks
Hydrogen: 3 Tanks Per Wing, 4 Generators Per Wing

Crew: 5 - 1 Commanding Officer, 1 Gunnery, 1 Medical, 2 Engineering

After the success of the Shadow and its LARP missiles, PFS continued to push the technology further with the Phantom Destroyer. This ship was designed to be a more sustainable missile platform than the Shadow, with the ability to manufacture and fire its own armament in the field.

Though not as agile as the Shadow, the Phantom makes a good compliment to any fleet's line of artillery, where it can sit behind the lines and bombard enemies from a distance with great precision.

Laser Assisted Remote Penetrator - LARP

Mass: 10,565 kg
Acceleration: 29.3 m/s^2
Battery: 1

The LARP is the latest in remote guided missiles, allowing it to precisely disable targets up to 10 km so long as the host ship has a line of sight.


----------------------------- USER MANUAL --------------------------

Pilot Seat, Tab 1 - Main Flight Controls



1. Activate Boosters
2. Activate Jump Drive
3. Reactors On/Off
4. Battery Recharge On/Off
5. Antennae On/Off
6. Forward Gatlings On/Off
7. Rear Gatlings On/Off
8. Ventral Gatlings On/Off
9. Missile Turrets On/Off

Pilot Seat, Tab 2 - Docking Controls



1. Extend/Retract Main Connector
2. View Docking Camera
3. Lock/Unlock Main Connector
4. View Port Camera (Wing Connector)
5. View Starboard Camera (Wing Connector)
6. View Main Camera

Gunnery Seat, Tab 1 - Weapons Manufacturing Controls



1. Control Designator (optional)
2. View Main Camera (Missile Targeter)
3. Welders On/Off
4. View Port Missile Bay
5. View Starboard Missile Bay
6. Open/Close Wings
7. Rotate Missiles Down/Up

TARGETING: When targeting, you have the option of using the rotating camera on top of the ship, or the main camera at the bow. The Main Camera is generally the better option, but for firing without moving the ship, you can use the rotating designator.

If the Designator is chosen as your targeter, you will need to switch the tag for these two items in the interface:

Remote Control [Shooter]
Remote Control [Shooter2]

Whichever remote control has the [Shooter] tag will determine where the missiles go. [Shooter2] is simply a placeholder.

Once a missile is fired, simply point the targeting camera at your target. Note that for the Main Camera (on the bow) the missiles will hit somewhat under the camera's crosshairs, so it is recommended to aim ABOVE your target. This deviation becomes less extreme at longer ranges.

MANUFACTURING PROCESS:

1. Make sure the wings are closed and the rotors have the missiles pointed up (6,7)
2. Activate the welders and view the bay cameras to ensure completion (3,4,5)
3. Deactivate the welders (3)
4. Extend the wings (6)
5. Point the missiles down (7) - make sure you ONLY do this after the wings have fully extended
6. Switch to tab 2 and fire
7. Repeat

Gunnery Seat, Tab 2 - Starboard Missile Triggers



1. Fire Missile 0
2. Fire Missile 1
3. Fire Missile 2
4. Fire Missile 3
5. Fire Missile 4

Gunnery Seat, Tab 3 - Port Missile Triggers

(same as above, only using missiles 5-9)

----------------------------- KNOWN ISSUES --------------------------

Due to lag in MP, the wings can break off if you extend or retract them.

The ship has been tested to withstand aggressive maneuvers while not moving. However, performing these same turns at high speeds will result in catastrophic damage.

----------------------------- CREDITS --------------------------

The LARP missiles utilize Whiplash's GASP guidance system, which you should get here.

----------------------------- MISC --------------------------

Interested in learning about the lore behind these ships?

62 Comments
Lord Commissar  [author] 1 Dec, 2021 @ 12:26pm 
The ship is from 2015. It is to be expected.
Rekkitboi 1 Dec, 2021 @ 11:20am 
bruh when the ship spawns it explodes from the inside
Anthony_Su 25 Feb, 2018 @ 8:22am 
this is a reall great ship. also, with a good name
Syclusion 17 Jan, 2017 @ 12:23pm 
game definitely doesn't like the way the wings are connected ;)
Lord Commissar  [author] 14 Jan, 2017 @ 3:04pm 
it is the nature of this game. what worked fine this week will be broken the next. give it a few updates
76561198123168814 14 Jan, 2017 @ 2:54pm 
Everytime I reverse the wing pistons the ship crashes or goes crazy
Lord Commissar  [author] 28 Aug, 2016 @ 9:37am 
yes, that is the one
Neza 28 Aug, 2016 @ 8:57am 
Is that the script you were talking about (fleet control for smallships)?
Looks promissing:
http://steamproxy.net/sharedfiles/filedetails/?id=672198306
Neza 21 Aug, 2016 @ 2:39pm 
Awesome! Very convenient for everybody else who would like to try this ship out (I highly recommend to test it ^^).
Lord Commissar  [author] 21 Aug, 2016 @ 2:36pm 
thanks. i also just updated the ship with the fixed projectors, even though you did that already...