Space Engineers

Space Engineers

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PFS - ADD - Sabiroid II Atmospheric Destroyer
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
1.826 MB
7 May, 2016 @ 3:14pm
23 Mar, 2017 @ 7:17pm
4 Change Notes ( view )

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PFS - ADD - Sabiroid II Atmospheric Destroyer

In 1 collection by Lord Commissar
Phoenix Fleet Systems Atmospherics Division
25 items
Description
Vanilla, Survival Friendly

Sabiroid II Destroyer

Mass: 2,384,676 kg (empty)
Length: 147.5 m
Cargo: 1 Large Container, 16 Small
Connectors: 1 (Dorsal)
Reactors: 1 large
Batteries: 18
Weapons: 4 Missile Turrets, 4 Gatling Turrets, 2 Rocket Turrets (2 Launchers Each)
Oxygen: 14 Tanks, 11 Generators

Crew: 1 Pilot, 1 Copilot, 1 Gunnery, 1 Engineering, 1 Medical

Description

Although the original Sabiroid was successful in its design and intended purpose, it quickly began to fall prey to CEU's rapid response of the Cougar. The Carnifex was later produces to bring an end to CEU atmospheric dominance, but it still often lacked the agility to stop Cougars from getting to their targets.

In order to fill the gap between Frigate and Battleship, the Sabiroid Chassis was renovated into a Destroyer. While the original Sabiroid was tasked with attacking enemy ground forces and harrassing fortifications, the Sabiroid II was a full on ship hunter. Its rapid firing dorsal rocket turrets made short work of any enemy vessel, and it maintained an element of maneuverability to ensure that it could always bring these weapons to bear on the enemy.

In addition to the devastating weaponry, the Sabiroid II was given an enclosed CIC in the central area, a larger carrying capacity, and increased armor on its engines.

The Sabiroid II coninued to serve alongside its predecessor throughout the end of the Europa Conflict and beyond. Where the Mk. I offered drone and missile support, the Mk. II served as an effective escort to ward off or pursue any threats.

Towards the end of the war, there were several stories of CEU pilots who mistook the Mk. II for its predecessor, thinking they would have easy prey. Few such pilots survived their mistake.

User Manual

Controls - on the flight bridge, sit in a seat, hit K, go to the group labelled "**Control**" and hit "Control". Within the CIC, you can simply sit in one of the forward-facing flight seats and the controls will be preset for you.

Tab 1 - Flight Controls


  1. View Main Camera
  2. View Port Camera
  3. View Starboard Camera
  4. View Rear Camera
  5. Emergency Hydrogen Boosters On/Off
  6. Reverse Thrusters On/Off
  7. Proximity Sensor On/Off
  8. Proximity Warning On/Off

Tab 2 - Rotating Camera


  1. View Rotating Camera
  2. Rotate Camera Left
  3. Stop Rotation
  4. Rotate Camera Right

Weapons
Make sure to set ALL blocks as owned by you. The turret will automatically fire at targets within the 800m range.

Keep in mind that the turrets cannot rotate 180 degrees to face each other. This was done to prevent accidental friendly fire. However, this means that the turrets may get stuck if you go beyond their limits, not rotating the other way to face your enemy. To prevent this, simply be mindful of where you and your turrets are facing, and rotate your ship to compensate.

Flight
Remember that the most powerful thrust is below. Therefore, bank when turning and pull up the nose when trying to stop for better results when maneuvering. The ship is also fairly maneuverable, so to stop it is much easier to simply turn the ship around and use the forward thrusters, should you choose to not do the option of pulling the nose up.

If you find yourself falling towards the surface too quickly, you can activate the emergency boosters (hydrogen fueled) to help slow your descent. There is also a proximity sensor to warn you when the ventral fin is within 25m of the ground, giving you a good idea as to when to activate this.

You can also turn reverse thrust off to be able to cruise forward without having to hold down W.

Scripts
MMaster - Automatic Configurable LCD
Whiplash141 - Rotor Turret Control System, Auto Door & Airlock Script
Pennywise - Compass

Misc
Interested in learning about the lore behind these ships?
16 Comments
Lord Commissar  [author] 23 Mar, 2017 @ 7:21pm 
I have updated the ship with Whiplash's Gravity Alignment Script. that will fix the issue when activated. You'll find the switch on slot 8 of the interface.
savvyartifact42 21 Mar, 2017 @ 10:45am 
Hey I have been having a problem (at least in cravtive as of now) with the ships nose constantly going down and no matter what I do it always does that.
WizardDacket_13 27 Nov, 2016 @ 5:44pm 
@BrAdolf press k to unlock it then fly
bigPOPPA 19 Aug, 2016 @ 1:42am 
Stumped as to how to get this thing to fly. have followed your instructions but it seems locked in the position i spawned it.
Lord Commissar  [author] 21 Jun, 2016 @ 3:21pm 
no, so long as you link, feel free to repost
Deapri 21 Jun, 2016 @ 7:53am 
This remains my all time favorite ship, I have been working on a space/ low atmosphere version with some mods included, would you be opposed if I ever finished the refit to my posting it? With all credit to yourself and the authors who made the mods I decide to use in the end of course.
John McClane 13 May, 2016 @ 7:55pm 
@lowerlowerhk

Good question, how did you manage to mix small blocks with large blocks? some update that I haven't noticed?
Whiplash141 12 May, 2016 @ 10:54pm 
@Lord Commissar: If you check the safety override box you should be set, no need to mess with the speeds unless u want to be super-duper-pooper safe :P
Lord Commissar  [author] 12 May, 2016 @ 1:40pm 
paste a small rotor head onto a large rotor base (without head) and then go to the large base in the K menu and hit "attach"

safety lock it at 0.

don't know if it's still necessary given the addition of safety locks, but i also used landing gear to further secure the small bridge piece to the large ship
7YJHD83 11 May, 2016 @ 10:11pm 
Amazing ship. How do you add small blocks at the bridge?