T.N.F. Destroyer Class 'Executioner' Mk.IIIll

V 1.0 mod for Space Engineers

0
Downloads today
275
Downloads total
0
Comments

description

The 'Executioner' destroyer class introduces the latest in T.N.F. warship design, and is a compilation of the weaponry and countermeasure systems used by the Fleet. It has a hybrid propulsion system with ion and hydrogen thrusters to compensate for its mass while maneuvering. Its large hydrogen thrusters also allows it to maneuver and fight within the orbit of a planet, as long as the gravitational pull is less than 0.50 G.

Designed to destroy or seriously damage ships of its own size, it is equipped with heavy frontal armor, fixed and detachable decoys, and combat repair welders in order to survive prolonged combat. Its dumbfire gravity railgun can fire four projectiles per minute, and the missile bay can fire two optically guided missiles once each minute. These weapons can cause serious damage to stationary or slow-moving targets. 'Executioner' -class destroyers are therefore deployed on assault operations against capital warships, stations and docked spaceships. It is also well suited as a fleet escort, having the necessary toughness and weaponry to stall or destroy smaller warships.

The 'Executioner'-class is equipped with a small hangar capable of carrying small spacecraft. It primarily carries drill- and utility drones, which allows it to operate on long, independent cruises, but can also carry small fighters.


General characteristics:
-Crew: 12 Crew/Officers + 4 Ship Security Personnel
-Length: 120 m
-Width: 52,5 m
-Height: 35 m
-Mass: 9000 tons


Armaments:
- 14x 5,56mm Turrets
- 5x 25mm Gatling Turrets
- 4x 200mm Missile Turrets
- 4x 200mm Rocket Launchers
- 2x 150cm Missile Hardpoints for optically guided missiles
- 1x 250cm Gravity Propelled Railgun


Countermeasures:
- 6x Fixed Decoys in the frontal armor
- 1x Detachable Decoy Launcher
- Combat Repair Welders on the turrets and frontal armor


Hangar Capacity:
- 1x 'Ceres' Mark 3 Drill Drone
- 1x 'Welan' Mark 2 Utility Drone


Available T.N.F. Drones:





Features:
- LCD-screens showing damage reports, ammunition status etc. (All credit goes to MMaster and his wonderful Configurable Automatic LCDs script!)
- Automatic section lockdown when a leak is detected (All thanks to Mmaster and Morphologis for their Oxygen Lockdown script!)
- Hybrid ion/hydrogen propulsion, capable of combat in gravitational enviroments of 0.50 G or less.
- Two Jump Drives with a maximum range of 338 km.
- Decoy launcher whith enough components for 50 detachable decoys.
- Railgun which can fire 4 projectiles each minute, with components for 15 rounds.
- Missile bay with two Optically guided missiles and enough components for 20 reloads. The missiles are controlled by Whip's Missile Guidance Script by Whiplash141.
- Welders placed by the turrets, antennas and frontal armor, that can conduct repairs during and after combat.
- Internal projector to aid ship repairs.
- Airlocks compatible with T.N.F. platforms and stations.
- Drone hangar with one mining drone and one utility drone.
- Solar panels and oxygen farms for prolonged independent operations.
- Contains fuel, ammunition and components – tested in survival.


Known Issues:
-The projections of the construction projectors are owned by 'Nobody' by default, remember to subscribe to and load the blueprints for the decoy launcher, missile rack and railgun projectile. This will ensure smooth firing and reloading sequences, and prevent your turrets from firing on the constructions.
-When the railgun fires, the entire ship loses its oxygen pressure for a brief moment. This does not trigger the lockdown script and there is no reason why the projectile should affect the oxygen, so I believe it is a game bug.
-The connector locks are unreliable when pasting ships in the game right now, remember to double check and secure the drones in the hangar before moving the ship.


Acknowledgements:
▪ The radar panel uses Whip’s Turret Based Radar script by Whiplash141.
▪ The information screens use MMaster's LCD 2 script.
▪ The screen showing the ship's heading is using Whip's Artificial Horizon Redux script by Whiplash141.
▪ Diagnostics screen is using the SIMPL|Ship Integrity Monitoring Program Lite script by Whiplash141.
▪ The missiles’ targeting system is controlled by Whip's Optical Missile Guidance Script by Whiplash141.

Credits

  • 28 Jan 01:03
    Version 1.0



Files


28.01 2021
Modhoster user rating
no rating Votes

Empfehlungsrate

-/-      
noch nicht genug Stimmen

Do you think this mod should be featured?

Mod abonnieren
Abonniere T.N.F. Destroyer Class 'Executioner' Mk.IIIll
Der Mod wird automatisch beim nächsten Start von Space Engineers installiert.
Space Engineers
613029802_t_n_f_destroyer_class_...
59.3 MB 275

0 Comments for T.N.F. Destroyer Class 'Executioner' Mk.IIIll

You have to log in for writing comments.
You can also sign up for free, id you don't have an account yet - it only takes 5 minutes.

No comments yet.

Write the first comment...

      }