Space Engineers

Space Engineers

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[HS] CEU Wildcat MLRS Corvette [MLCRV]
   
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Type: Blueprint
File Size
Posted
Updated
1.322 MB
16 Jan, 2017 @ 2:50pm
18 Jan, 2017 @ 10:27am
4 Change Notes ( view )

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[HS] CEU Wildcat MLRS Corvette [MLCRV]

In 1 collection by 5URG3
[HS] Hyperion Systems
32 items
Description
No Mods, Survival Capable

Missile System will only work in Develop due to current bugs with timers in Stable

This ship looks much better with the Clean Armor Mod:
https://steamproxy.net/sharedfiles/filedetails/?id=826432792



Ship Details
Class: Wildcat
Type: Corvette
Role: Anti-Frigate/Destroyer/Cruiser, Offensive ECM
Environment: Space
Crew: 3

Details
  • Mass: 1,357,625Kg
  • Block Count: 1250
  • Length: 85m
  • Width: 52.5m
  • Height: 22.5m
  • Maximum Forward Acceleration: 16.33m/s/s

Weapon & Support Systems
  • 2 x Eviscerator MLRS (12 Optically Guided Micro Missiles Each)
  • 2 x Missile Turret
  • 2 x Gatling Turret
  • 4 x Point Defence Turrets
  • 1 x Jumpdrive
  • 3 x Cryo Chamber
  • Pressurised Interior with Airlock

Description
The Wildcat Corvette is a long range artillery Corvette with Twin Multiple Rocket Launch Systems. Each “Eviscerator” MLRS is capable of reloading, firing and guiding twelve optically guided missiles (MGASP). Both launchers are fired simultaneously and the resultant swarm of twenty four missiles is capable of causing chaos for AI defences.

The Wildcat was originally conceived as a Offensive ECM ship, built to distract enemy defences to allow heavier payloads to hit their targets, however during the construction it became apparent that not only did the ECM missiles cause significant damage on their own, they could also be improved with optical guidance. This provides two main benefits; The system can be used as a standalone weapon capable of hitting faster ships than a dumbfire system and the guided missiles are more useful as an ECM as they can remain in close proximity to their target.

This advanced weapon system allows the Wildcat to cause significant problems for ships much larger than itself and is especially effective versus the light armour of Frigates, Light Cruisers and some Destroyers. However, due to the light construction of the missiles, they are less effective than traditional GASPs vs heavy armour. The Wildcat is also lightly armoured with minimal defensive weaponry and should engage targets from well outside enemy turret range. This Corvette is best used in conjunction with other PMW equipped ships such as the Vulture Missile Boat or Scarab Strike Bomber to ensure their payloads reach the target. For more advanced pilots, the Wildcat's missiles can be used as a screen for direct attack ships such as the Puma and Snow Leopard corvettes.

Instructions
  • Missile Controls are set up in the flight seat on the upper level
  • Blueprint has missiles preloaded
  • Press Toolbar 1 to view Targeting Camera.
  • Press Toolbar 2 to fire missiles
  • Press Toolbar 3 to reload
  • Do not fire or reload while moving
  • Press Toolbar 4 to stock the launcher with uranium
  • Use the ships orientation to guide the missiles.

Known Issues
  • Missile system does not work in stable due to timer bugs.
  • The sheer number of missiles means your sim speed will drop if you don't clean up your world. If this happens the missile system will start to fall under Clang's spell.
  • *While this ship theoretically works in survival, I wouldn't rely on it. Refit with rockets if you like the hull.
  • Clang is watching, always.
  • I did say it was experimental. :D

Background
The end of the Europa Conflict brought new land and trade for the CEU, but also taught the Union important lessons in Space Combat. While effective in the belt, the hit and run tactics most commonly used be the CEU Navy proved ineffective vs the disciplined crews of the Phoenix Republic's Heavy Fleet. Countless lives were lost in futile attacks against tightly packed Phoenix Capital vessels and while the CEU's ECM systems were able to negate some of the firepower of the massed enemy guns, the PR's strong defences were still able to intercept the heavy weapons of the CEU Navy, greatly reducing the effectiveness of the Belt's Torpedo Boats and Attack Ships. This led to a desperate battle to survive for House Tokugawa's space fleets and had it not been for House York's intervention in the later part of the war, the conflict could have ended in defeat.

Needless to say, this situation created great unease in the Belt, if the CEU could not conclusively beat another outer system faction, how could it hope to stand against the might of Terra? Whatever credits could be spared were spent on the research and development of new weapons, but to no avail.

However fate was on the side of Ceres. The Third Martian War erupted not long after the Europa Conflict. The war virtually consumed the major factions of Terra, as well as costing the Phoenix Republic significant materials. The Belt's own Amphion was also drawn into the conflict, but without formal assistance from the CEU. While these factions fought for the ruins of Mars, the Belt remained largely untouched. Through war profiteering, arms sales and increasing resource costs, the CEU was able to acquire much needed capital to replace that which had been recklessly spent on the Europa Conflict.

Now flush with cash once more, the CEU proceeded to fortify it's hold on the belt and in time, much needed new weapons technology began to emerge from House Volkhov. Designs for better missiles, faster engines and a specialist weapons such as the ASPA were quickly shipped to Hyperion Systems for integration into newer, more capable vessels. The Shipyards of Davida employed thousands of new staff to cope with the new orders for these next generation ships. In time virtually all of the CEU Navy, House Fleets and Citizen Fleets were upgraded and this, alongside the huge numbers of new Starbases and Outposts, has significantly calmed fears in the Belt.

Interested in learning more about the Phoenix Universe? Check out these guides: steamproxy.net/sharedfiles/filedetails/?id=413136217

Notes
The unique detachment system was based on a system created by (Can't remember, I'm working on it :D)

Scripts by Whiplash141. You can check out his awesome work here:
http://steamproxy.net/id/Whiplash141/myworkshopfiles/?appid=244850

LCD Script by Mmaster

I try to make all my ships suitable for use in survival, if you use my ships and find a bug/problem, let me know.

Thanks to Captain Jeck for the showcase. Check out his channel here: https://www.youtube.com/user/rex00991

I've changed the style of my BP thumbnails. Do you like it? Do you not like it? Let me know.
24 Comments
5URG3  [author] 12 Jan, 2021 @ 1:49pm 
You're not doing anything wrong. Welder range was changed years ago and it broke this ship's missile reload.
Maxamus_Prime 12 Jan, 2021 @ 12:45pm 
Hello, I realize that this ship is a few years old. The missile launch still works just great but when I reload them the welders do not build the entire missile just the front section. Is there something im doing wrong?
Zenith 24 Jan, 2018 @ 12:27pm 
are the torpedos you used to test on the rattlesnake guided? And if so can you post it on the workshop plz.
echoir 5 Jan, 2018 @ 2:39pm 
I might sujest writing all of your story up and having it published.
Pro Gamer 19 Apr, 2017 @ 5:34pm 
How many reactors are there?
5URG3  [author] 21 Jan, 2017 @ 4:00pm 
Mike Loeven Yes, I did say in the description that the missiles would need to be cleaned manually.
Mike Loeven 21 Jan, 2017 @ 7:58am 
Do the missiles have a timed self destruct system ?? The issue i see with this is if the missiles miss they are technically powered small grids and probibally wont get auto cleaned by a servers garbage collection scripts. when you take into account how many of these it is possible to actually launch the performance impact could be high
5URG3  [author] 19 Jan, 2017 @ 1:50am 
@Son o'Petrified Yeah, thats probably your issue. Any timers built via projector forget their settings. Hopefully the fix will come to stable soon.
JCapt 18 Jan, 2017 @ 7:27pm 
"Missile System will only work in Develop due to current bugs with timers in Stable"
I think that's what broke my grav sniper. Hmph... Maybe I should swap to dev....
5URG3  [author] 17 Jan, 2017 @ 1:31pm 
Added oxygen tank and generator.

No oxygen system, pfft, school boy error.