Space Engineers

Space Engineers

RSC Fornax Class Guided Missile Destroyer
70 Comments
pryde64 3 Sep, 2023 @ 4:43pm 
thats awesome great ship for battles well
Schwarz  [author] 6 Sep, 2021 @ 7:12am 
I have been civil to this point, You have been warned.
Prandmar 6 Sep, 2021 @ 5:48am 
Yes, I took the hull of your cruiser to change it a little for myself. Here are your credits💶💶💶
Fleck VII 2 May, 2021 @ 5:38am 
ah thank you, Schwarz
Schwarz  [author] 1 May, 2021 @ 4:27pm 
I will release a new improved version of this ship in the future tho wich will be easier to use as well.
Schwarz  [author] 1 May, 2021 @ 4:19pm 
Ok, for some reason i cant update the blueprint anymore, theres a small issue with the grouping, click the 'Show Hidden Blocks' button on the K menu and select the blocks named ''Projector VLS'' and then while pressing control group them on the ''VLS LOADER'' group, this should fix the problem, once this is done it should work.

First of all you should load the missiles by pressing 1 on toolbar 3, wich is ''VLS LOADER'' this will weld the missiles on their silos, it may take a small amount of time depending on your computer, watch the weight indicator of your ship on the right bottom corner, when it stops increasing its a good indicator the missiles are ready, once they re ready turn ''VLS LOADER'' OFF, otherwise you gonna have some weird problems, afterwards you just need to press 2 to lock on your desired target, once locked a beep will sound, you can then press 5 to launch 1 missile or 6 to launch all of them at once.
Fleck VII 1 May, 2021 @ 11:06am 
lol
Schwarz  [author] 30 Apr, 2021 @ 7:42pm 
wtf dont listen to him
CrimsonAdder  [author] 30 Apr, 2021 @ 7:23pm 
It works on this one use this instead there's even a toolbar guide https://steamproxy.net/sharedfiles/filedetails/?id=2143180994

This post sponsored by me
Schwarz  [author] 30 Apr, 2021 @ 6:10pm 
Uh about that, im not sure its working on this ship lol, i will take a look for you tho.
Fleck VII 30 Apr, 2021 @ 11:03am 
Hey, I am new to Space Engineers and was just wondering how do you get the lock-on system to work?
Schwarz  [author] 20 Feb, 2021 @ 6:05pm 
A new improved version will be released in the future adressing such issues
Baboo85 20 Feb, 2021 @ 5:18pm 
Amazing.
Just 2 notes: the front rocket launchers and the first gatling turret in every lane are disconnected from the other parts of the ship.
No big deal (just adding the missing conveyor tubes and voila') but I'm telling you anyway this little problem.
Kiryu Coco 3 Feb, 2021 @ 1:14am 
of course i will credit every and each builder of the ships i use, and the color pattern will be changed, i could show you one of the ships that i edit so you can give your opinion
Schwarz  [author] 2 Feb, 2021 @ 8:30am 
As long as you give proper credit where its due ok, i would also like you to use other colours if possible to avoid confusion.
Kiryu Coco 2 Feb, 2021 @ 5:03am 
Hello, im writing to you for the first time but i´ve been following and using your ship desings for a while. I absolutely love your creations and im wondering if you would let me create a published on workshop fleet with some of your ships, refit redesing, and/or update. Of course this fleet will have you and your fleet labled in the description and each ship i use from your fleet will have a name label indicating the original fleet name
CrimsonAdder  [author] 26 Jan, 2021 @ 10:50am 
I believe the skybox I used was Nebular 93: https://steamproxy.net/sharedfiles/filedetails/?id=1639724284

The default skybox gets old fast!
Zidovortex 26 Jan, 2021 @ 10:19am 
Which skybox is this? Only getting back in to the game now. Need something more refreshing than then default background. Thanks!
CrimsonAdder  [author] 17 Jul, 2020 @ 5:51pm 
My pleasure, both of us have the same problem lol
Tyranny 17 Jul, 2020 @ 11:19am 
Yep, I kept everything else on and turned off Supergridding and it works great. It's just a problem with my crappy PC apparently. Thanks for bearing with me. You all are AWESOME! :steamhappy:
CrimsonAdder  [author] 17 Jul, 2020 @ 11:03am 
there is no supergridding involved

The missiles wont have some cameras welded just because of how schwarz made the ship, and they do cause some lag when welding and firing because of keen spaghetti code
Tyranny 17 Jul, 2020 @ 10:54am 
I suspect that supergridding causes enough lag on my PC that the missiles aren't being manufactured completely and/or not launching consistently. I noticed a considerable drop in frame-rate when I launch even one missile at a time and even when waiting for the total ship mass to stop increasing and waiting 5-10 seconds after that before turning off VLS, targeting and firing (even tried locking target and not changing target lock after getting a successful fire) launches are unpredictable. I also checked the missile bays and found that some missile weren't fully assembled.
Tyranny 17 Jul, 2020 @ 10:46am 
I gotta admit though, this is truly an amazing ship design right down to the auto closing doors heading into the cockpit area and the lights that change from red to blue when all doors are secure (auto closing doors are great!).
CrimsonAdder  [author] 17 Jul, 2020 @ 10:40am 
This doesn't use supergridding
Tyranny 17 Jul, 2020 @ 10:27am 
"Enable Supergridding" definitely seems to be causing issues. I can launch about 4-6 missiles before it no longer seem to work. Very interesting problem.
CrimsonAdder  [author] 17 Jul, 2020 @ 10:04am 
No world settings should affect the function of the missiles except scripts and block/pcu/grid limits
Tyranny 17 Jul, 2020 @ 10:03am 
Yes, sorry, I mean the number keys, not the Function keys. Also, it seems to be working as long as I don't Enable Supergridding on the Advanced World Options but I'm still trying to narrow it down.
CrimsonAdder  [author] 17 Jul, 2020 @ 9:22am 
you are pressing the number keys and not the function keys on your keyboard, correct? i.e. 1 instead of F1
Tyranny 17 Jul, 2020 @ 9:21am 
Looks like I've got some troubleshooting to do to see which Advanced World Setting is breaking the scripts.

Advanced World Settings [drive.google.com]
Schwarz  [author] 17 Jul, 2020 @ 9:21am 
Oh god im going to check that out, this is why i hate dealing with missiles on builds.
Tyranny 17 Jul, 2020 @ 8:01am 
...and block limits turned off. Sorry, I forgot to include that.
CrimsonAdder  [author] 17 Jul, 2020 @ 7:55am 
that's interesting, I'll try it out on my computer once I get the chance today, thruster damage shouldn't matter. The projection should be touching the physical merge block at the bottom
Tyranny 17 Jul, 2020 @ 7:52am 
So, I tried to start a new game map with all defaults on the "Advanced" tab and I actually got the audible alarms to sound when locking targets so maybe disabling "Thruster Damage" or one of the other options "broke" the scripts. IDK
Tyranny 17 Jul, 2020 @ 7:38am 
@CrimnsonAdder Yes (double-checked just to make sure). Also, the "ghost image" when enabling turret auto-repair appears to be "detached" from the ship.
CrimsonAdder  [author] 17 Jul, 2020 @ 7:30am 
do you have scripts enabled in world settings
Tyranny 17 Jul, 2020 @ 7:28am 
I'm not sure what I'm doing wrong but I can't seem to get the "auto-homing" missiles to fire. Here's the scenario:
- Custom game, Creative (no mods)
- Used SPAT Mayday as a target
- Moved 1 km away and came to a complete stop
- Entered one of the cockpits
- Opened Cam #1 and placed SPAT in cross-hairs
- Switched to the 3rd function key row (Ctrl+3)
- Pressed F1 to turn on VLS (nothing happened)
- Turned on VLS off/on in the control panel (missiles finished building)
- Switched off VLS
- Selected F2 to lock target
- Selected F5 to fire missiles (nothing happened)
- Also tried F3, F4 then F5 (nothing)
- Opened all doors tried again (nothing)
Schwarz  [author] 11 Jul, 2020 @ 12:09pm 
You can know when the missiles are done by checking the total weight on the right bottom corner of the screen, it will increase while the missiles are being welded, once they are welded it will stabilize and stop increasing, you must then turn off the VLS loader, lock to your target and launch, repeat if you wish to launch again.
CrimsonAdder  [author] 11 Jul, 2020 @ 11:40am 
WHAM, you first need to weld the missiles completely and then you need to fire with a target lock
Gazzy 11 Jul, 2020 @ 10:29am 
what missile scrip is it cant seem to get em to fire consistently
CrimsonAdder  [author] 10 Jul, 2020 @ 7:09pm 
it's usually easiest to just blueprint them separately (detach rotor+ctrl+b the grid) in a creative world and then build those separately and attach together in survival

If you don't feel like doing a lot of work you could always forgo the turrets since they're not entirely necessary, but the missiles are nice to have and only 1 subgrid
ARW!N 10 Jul, 2020 @ 6:41pm 
Could you upload the missiles used and the custom turrets? Since I made the ship in survival but it couldn't select the subgrids ofcourse. :selike:
Skallabjorn 10 Jul, 2020 @ 3:15pm 
Thanks, with the curving contrails on the missles they looked alot like a number of thew WC mod weapons.
Schwarz  [author] 10 Jul, 2020 @ 1:32pm 
And a smoke mod for missiles as well. added on bottom of desc.
Schwarz  [author] 10 Jul, 2020 @ 1:28pm 
It doesnt use weaponcore, the screenshots are using a tracer mod.
CrimsonAdder  [author] 10 Jul, 2020 @ 1:01pm 
No, it's not. No mods, it even says so in the thumbnail
Skallabjorn 10 Jul, 2020 @ 12:59pm 
Based on the images, I would say Weapons Core is a must is that correct? What other mods / weapons for the core does it need?
CrimsonAdder  [author] 9 Jul, 2020 @ 1:50pm 
He said he'd fix it
killguard32 9 Jul, 2020 @ 10:33am 
The days of camping low-sec, Nice job, reminds me of the hurricane.
CrimsonAdder  [author] 9 Jul, 2020 @ 10:23am 
i keep telling him to check conveyors before releasing but he is the big dum dum