Space Engineers

Space Engineers

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CRI - DLG.III - Jake Class I Guided Missile Frigate III
   
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Type: World
Mod category: Exploration
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20.999 MB
2017 年 12 月 10 日 上午 4:17
2017 年 12 月 10 日 上午 5:10
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CRI - DLG.III - Jake Class I Guided Missile Frigate III

描述
CRI - DLG.III - Jake Class Guided Missile Frigate
CRI - J1DLG3 or DLG3-Jake or Keter

Speed: Dry Thrust: 0.57m/s - WET: 6.17m/s
Weight: 15,007,030.00kg
Thrusters: 126

Blocks: 7,868
Non-Armor: 3,639
Conveyors: 900
-
Weapon Systems:
x4 2x300mm main-cannons (for large ships)
x48 Longbow Guided missiles from 12xLauncher systems of 4xTubes each (for every target)
x17 30mm CIWS (shoots down incoming objects, missiles, ect)
x3 4x40mm Anti Light-armor gunpod (for small ships and ground targets)

Features:
-Survival ready (if you dont mind mods)
-small size alright armor
-Meh dry thrust
-Small crew required ship (only 3 needed / recommended, max 3){yes you can play this ship with only 1 person}
-No hangar as its role doesnt call for one.
-Bridge in a down position and well protected
-Missile pods well protected
-Jump drive
-LONG range engagment 1km+
-Shield systems
-WET (Wartime Emergancy Thrusters) for retreating or to limp away guarded by airtight doors (must open these doors befor activating and using the WET or it can destroy the doors or thrusters!)
-emergancy batteries
-script block, program blocks
-lots of conveyor backup and rerouting if something is damaged
-refuel/rearm connectors connected to piston on the top
-no boarding/merg section to lock to ship or stations due to the nature of this ship in general
-Cryo room
-loaded with CIWS
-Still able to fight light class ships of the same type/weight within 800m

---

BIO:
The Jake class missile frigate is a small ship that is above the size and weight class of a Corvette, and designated to use guided missile systems for long range ship-ship engagment and out-of-range anti-ground forces strikes.
The ship is an uparmored ready to strike Escort and Strike vessel. It is designated to escort larger ships or be apart of battle groups or taskforces.

Aspects and strong point rundown:
This is the first Guided Missile ship in a wile to be pushed off an assemly line in this universe (Space Engineers workshop i guess).
This ship is designed to tackle targets from well at 1,000m+ in all directions. It utilizes top down attack methods, which most will not expect.
The vessel is uparmored of its second variant which will not be made public. This Frigate is topped off with Slat armor ontop of light plated space armor ontop of a hull made of heavy armor. in some locations the armor is up-plated. This ship doesnt utilize additional layers of armor due to weight restrictions. It is able to combat large ship batteries with this system very well. This is all built under the fact that it uses CRI standard x2 shield generators.
If Jake cannot outgun, the hostile force(s) then it is equiped with a heavy ammount of self-repairing systems. Able to repair the ship at reasonable speeds and repair key items such as its shield generators, missile pods, and so forth.

Managment, thrust, and agility:
This Vessel is agile, but not very fast due to its additional layers of armor and integrated heavy self-repair system. Because of the size of the ship, it would not fit a single Industrial type engine for primary thrust, instead its running multiple Ion type thrusters.
Of course that is just cruising thrusters. When the system is triggered, the blast doors open. The WET thrusters kick on. And now you have the greatest speed boost out of any other CRI ship of related class or role! able to launch the ship 5m/s more then its cruising speeds! CRI standard x2 Emergency thrusters (WET Wartime Emergency Thrusters) have been installed along with the standard blast doors to protect the WET engines!
Management wise; This ship is the first in CRI Export to use a fully automated combat sub-system. The single hit of the alarm button will activate all weapon systems, release the WET blast doors, activate WET, lift the Guided Missile blast doors, activate the Guided missiles, close all internal doors and lock them, and give the gunner and guided missile crew member the ability to lock and fire away! Also comes with sounds and alarm tones!
Other then this, ammo resupply is something that this ship will need after every battle as it only has x48 missiles in pod and what ever is wanted by the Ship's head.But this will juggle the limited space with self defense ammo, main cannon ammo, fuel, and materials to produce oxygen. The Ship has NOT been fited to creat its own ammo.

===

This ship was based on the idea of a real world Guided Missile destroyer known as the Zimwault,
https://upload.wikimedia.org/wikipedia/commons/thumb/3/32/Future_USS_Zumwalt%27s_first_underway_at_sea.jpg/1920px-Future_USS_Zumwalt%27s_first_underway_at_sea.jpg
the design idea of the USS Independence,
https://upload.wikimedia.org/wikipedia/commons/9/90/USS_Independence_LCS-2_at_pierce.jpg
a Missile system layout like the USS Sam Rayburn,
https://upload.wikimedia.org/wikipedia/commons/4/40/USS_Sam_Rayburn_%28SSBN-635%29_missile_hatches.jpg
and the combat style of the AH-64E Longbow: peak, and fire. with its capabilities to level all crusial assets of a hostile airfield
https://upload.wikimedia.org/wikipedia/commons/f/fc/AH-64E_Apache-Guardian-0006.jpg
With the 'Top Down' (LOAL, Lock On After Launch) missile attack style and multi-purpose use of the AGM-114R Hellfire II Romeo, which is used on the AH-64 Longbow.
https://image.slidesharecdn.com/mostpowerfulanddeadliestantitankmissiles-140206042257-phpapp01/95/most-powerful-and-deadliest-anti-tank-missiles-2-638.jpg?cb=1391660620

Quick insite because people will ask about why i named the heli and the missile specificly.
The AH-64E sinse 2012, has been given a radar, FCS (Fire-Control System), data-link, and Munition compatability upgrade over the 64D variant. This upgrade also gives it a new stealth coating, which makes it semi-able to bounce radar.
Its Radar is able to pick up and detect upto 128 targets, in 360*, at a range of 8kms in weather from clear to adverse and all obscurants through a Ka band frequency.
Its new missile type, The AGM-114R has a range of 8,749yds. has a speed of mk1.3 has a guidance system of point send datalink and onboard semi-active radar guidance. It utilizes topdown as standard fire type. It uses a multi-function warhead to combat tanks, infantry, and structures.
The FCS of the 64E is able to lock upto 16 targets and send path guide data to the Hellfire II Remeo.
... now all this together. the AH-64E wing is tasked with a Strike mission on an enemy main airbase of operation, cargo planes, intel, equipment transport, logistics. ect. the AH-64Es slip through long range radar detection. getting within 6.5km of the airbase. They find a good hill or building to dip low. their AN/APG-78 radars have already detected the targets. the 64Es select 16 targets each. 32 targets in all have been selected. radar, defences, barracks, fuel, repair stations and then the rest are fixed wing fighter aircraft air supperiorety prefered first. then that target info is sent to the FCS. The radar gives the altitude, range, attack type optimized, and outputs ETA to impacting the targets to the operators. The operators select the new "Salvo - ALL" setting on the FCS. all this info is then sent to all 32 Romeo Hellfires on the pylons of the AH-64Es.
Then. one press of a button. if they press that button both at the same time, the last hellfire will have been launched within 6 seconds of pressing the trigger. 32 Hellfires on the way to their targets, by the time the Missiles start to nose down, the AH-64Es will have full speed out of the area. by the time the missiles have hit all their targets and knocked the airbase out of operational order, the AH-64Es would have left the area of operation. passing the 4 UH-60s escorted by 4 AH-64Ds loaded with CAS (Close Air Support) to commence a FARP (Forward Area Refueling/Rearming Point) Troop Insertion into that airbase.

This is what inspired me. Now take this concept and do the same with these Frigates.