Space Engineers

Space Engineers

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ISL - Sphyrna-HC 3120 Assault Frigate
   
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Type: Blueprint
标签: ship, large_grid, safe
文件大小
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更新日期
21.104 MB
2024 年 12 月 1 日 下午 6:07
2024 年 12 月 8 日 上午 5:16
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ISL - Sphyrna-HC 3120 Assault Frigate

描述
This Ship is the next step up from the Mako, keeping the maneuverability while ramping up the firepower, including guided torpedoes, more turrets, better point defense and the ability to operate in any environment up to 1.2g (Pertam).

The interior includes a CIC, simple quarters (2 beds) and small recreational area, intended for operation by a crew of 1-3, suitable for longer missions in space.

There is also a small landing pad at the rear of the ship, by the main air lock and docking connector. The airlock should switch between space & atmosphere modes automatically (through an event controller detecting gravity), but can also be set through button panels

Features

Tools & Weapons
The Sphyrna is equipped with guided torpedoes, artillery and assault turrets and 13 slots for custom turrets, for examples the Cyclone MK 2 Gatling Turret for a more flexible loadout. If custom turrets will not be using Gatling Ammo, the inventory manager tags may need to be updated for ammo containers.

Heavy armour is focused forward and around the artillery turret pylons, with tanks and ammo containers spread throughout the ship and towards the rear.
There are also repair welders distributed throughout the ship. All cargo containers, repair welders and torpedo printer welders are already set up with tags for Isy’s Inventory Manager (for x1 inventory settings), although the script itself is not installed.

- 5 Artillery Turrets
- 9 Assault Cannon Turrets
- 13 Custom Turret Slots (rotor bases & CTCs)
- 8 Cutlass Guided Torpedoes - Including Printer and Fire Control System (WHAM & LMAP)
- 8 Torpedo Printer Welders
- 8 Repair Welders
- 1 AI Defense block - extends AI turret lock on range

The Torpedo bay is enclosed, but not pressurized, and uses a single (Small Grid) sub-grid and 8 welders to print 8 Cutlass MK 2 Torpedoes. You can find the sub-grid blueprint here

Scripts
The main control seats is set up with the TMC script for managing the Flight controller, Autodocking, fire control and ore codex scripts. There are also settings options for the turret radar (change range on screen) and Ship layout (scan for changes) scripts.

- Fancy Status Displays - Inventory & tracking important blocks
- Automatic LCDs - Inventory tracking
- SIMPL - Ship layout
- Whip’s Missile Status Script - Displays sate of torpedoes
- PowerGraphs - Displays usage graphs for various gas and power systems
- TMC Tree Menu Command NET - Interface for other scripts
- Rosa’s Astral Codex - ore and Asteroid Mapping tool
- Flight Controller Basic - Gravity align, cruise & orbital ascent/descent control
- Spug’s Easy Auto Docking 2 - Automated Docking (check custom data of TMC script to change or add dock names)
- Whip’s Turret Based Radar - Displays friendly/enemy grids & mapped asteroids
- LAMP - Torpedo launch control
- WHAM - torpedo guidance script
- TCES - Turret Controller Enhancement Script - assists with custom turret setup

Power& Gas
- 17 Batteries
- 2 Reactors
- 4 Hydrogen Engines
- 5 Large Hydrogen Tanks
- 4 Small Hydrogen Tanks
- 2 Oxygen Tanks - main & airlock control
- 6 O2/H2 Generators

Movement & Control
Hydrogen is the primary thruster type, although there are also auxiliary atmospheric and ion thrusters. The atmospheric thrusters are only to provide extra lift on planets, main thrusters are also needed to fly in planetary or lunar gravity.
There are ion thrusters in every direction, so the chip can move (slowly) in space without using hydrogen.

- 2 Control Seats
- 1 Remote Control
- 1 AI Defensive Block
- 26 Gyroscopes
- 1 Jump Drive
- 2 Large Flat Atmospheric Thrusters
- 6 Small Flat Atmospheric Thrusters
- 30 Small Ion Thrusters
- 230 Small Hydrogen Thrusters
- 4 Parachute Hatches
- 1 Large magnetic plate (Underside)

Cargo Space
Cargo space is limited to welder inventories for repair and torpedo printing components, while the 4 small containers are for storing ammunition.

- 8 Torpedo Printer Welders
- 8 Repair Welders
- 4 Small Ammunition Containers
- 2 Connectors (rear)

Miscellaneous
- 1 Survival kit
- 1 Ore Detector
- 1 Gravity Generator
- 1 lossless airlock - switches between space and atmosphere modes
- 1 simple (no vent) airlock
- Flood lights
- Navigation Lights
- 1 Repair Projector
- 2 Antennas - Main & Fire Control
- 5 Front-facing cameras - fire control
- 1 rear facing-camera - Docking
- Event controllers - handling: toggling blocks on docking/undocking and Airlock controls

Toolbars
Toolbar 1 - Main Control
  1. A/I Thrust On
  2. A/I Thrust Off
  3. H Thrust On
  4. H Thrust Off
  5. Braking Thrust Off
  6. Front Camera (Main)
  7. Docking Camera
  8. Landing Gear Lock
  9. Landing Gear Unlock
Toolbar 2 - Power, Gas & Utility
  1. Batteries Recharge On
  2. Batteries Auto On
  3. Hydrogen Engines On/Off
  4. Hydrogen Tanks Stockpile On/Off
  5. H2 Generators On/Off
  6. Reactors On/Off
  7. Repair Projector On/Off
  8. Ore Detector On/Off
  9. Antenna Broadcast On/off
Toolbar 3 - Tools & Weapons
  1. Turrets On/Off
  2. LAMP - lock_on
  3. Camera - Main
  4. LAMP - fire
  5. Repair Welders
  6. Repair Projector
  7. Printer Welders On/Off
  8. Printer Projector
  9. Torpedo Bay Hangar Doors Open/Close
Toolbar 4 - Jump Drive Controls
  1. Jump Drive 1 Recharge On/Off
  2. Jump Drive 1 Jump
  3. ump Drive 1 Decrease Distance
  4. Jump Drive 1 Increase Distance
  5. TMC - cc
  6. Flight Control - Cruise on/off
  7. Flight Control - Roller mode on/off (use to align to gravity)
Toolbar 5 - Scripts & Cameras
  1. Camera Front Po
  2. Camera Front Sb
  3. Camera Front Mid
  4. Autodock - Home
  5. TMC - cc
Toolbar 6 - Parachute Hatches
  1. Parachute hatch open
  2. Parachute hatch close
  3. -
  4. -
  5. -
  6. -
  7. -
  8. -
  9. AI Defensive Block Behaviour On/Off
26 条留言
Jhtpo 1 月 1 日 上午 11:40 
Block limits vary greatly per server, and are often adjusted with mods that make 3X or 10X versions to help with stability, but in general a rule of thumb is usually about 10 welders and 10 grinders per player. Other limits on things like refineries and assemblers as well, but those aren't as much of a problem. Block limits themselves tend to be about 10,000 blocks as a grid's upper limit, but I don't think anything but a carrier would warrant that kind of expenditure.

This usually means that internal repair welders are removed from blueprints, and Player Made Missiles usually have their build welders limited to smaller single-weld designs. If used at all, despite their great advantages.

As for hinged ramps: All of the above. They're fun in creative, and solo survival, but servers can be iffy, if hinges are allowed at all. Plus, repair can be a bastard if they get damaged and I need to redo settings, names, or timers.
Spite  [作者] 1 月 1 日 上午 10:18 
The beacon shouldn't be a problem, its just one more block I can use for interesting shapes instead of armour :)

Just out of curiosity, if I wanted to make a set of ships server friendly, what are the block tool limits? and are they per grid or per player?

More Large Grid ships are coming, I think I'm happy with my Large Grid Printer Design, so that will be the next thing to publish. Then I can get started on some LG ships.

On the "to build" list are ships that should be able to act as planetary lander for vehicles. But I would be using hinges for boarding ramps, with merge blocks to make them more "Printer friendly" and maybe airtight. It sounds like you're trying to avoid sub-grid though, is that just a build complexity thing, or is Klang after you?
Jhtpo 1 月 1 日 上午 9:48 
Lastly, If I'm going big: A planetary lander for ground vehicles. The IMDC Atlas by J.D Horx ( https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=813539243 ) Has always had a place in my heart, not only for its multi role ability, but specifically for its landing bay hanger that could be used to deploy a few ground vehicles and a shuttle. Especially because it doesn't use hinges or pistons.

If you had something like this, a platform that can haul your vehicles, and maybe even print them out internally, It could be a great asset to the fleet.

Just things to consider, feel free to message me directly if you have any further questions!

Again, really glad to see you're still being creative, and hope to see what SE 2 brings!
Jhtpo 1 月 1 日 上午 9:47 
Only thing I could think of is a dedicated large grid hauler for getting things from atmo to orbit and back again. Something that can reliably haul 1-3 large-grid large containers full of ore up, and components back down. I think it would have to be a hybrid design with Hydrogen lift and landing thrusters, Atmos for surface hover and fuel consumption, and Ion for orbital maneuvering. Jump drive recommended, weapons can be minimal.

Maybe based off of the Hercules hull, with its internal docking bays replaced with more thrusters? It really is a good platform.
Jhtpo 1 月 1 日 上午 9:47 
Ah, glad you remember me!

First of all, consider adding beacons to your builds if possible, a lot of MP servers use beacons to avoid cleanup so I often have to tuck one into a grove here and there. Not vital though.

Second, honestly? Not really. Your small grid ships go their jobs wonderfully. The miners aren't the biggest, but PAM makes them super reliable and flexible paired with a mother ship. The Hercules motherships fit the role very well and I often will park it 1KM from what ever asteroid I'm mining and send in a 1490 to clear out what ever ore patch I need. With a lot of servers having drill limits, a pair of 4-drills and a couple of hours make short work of most patches and a drone to scout around for my next mark.

Your small grids are all reasonably sized for their purpose and your large grids often cover the rest until you get into MEGA territories like 10 container haulers.
Spite  [作者] 1 月 1 日 上午 1:38 
Hey Jhtpo,

It's been a long time since I saw that user name! And thanks, I'm glad they are still useful. Then plan is to do another round of ships now that we have all kinds of extra blocks to play with, so more small grid things to come.

Although I notice you said most all small jobs, was there a particular thing you see is missing? Maybe I can start there.
Jhtpo 2024 年 12 月 31 日 下午 4:16 
Spite, good to see you still making things!

I rep your small grids when ever I can. They really do solve most all small jobs.
737✈Garrus 2024 年 12 月 9 日 上午 11:23 
Yeah haha It's basically a Formula 1 SPACESHIP!
Spite  [作者] 2024 年 12 月 9 日 上午 11:22 
And that MIRAI Razor really looks like someone wanted to make a spaceship version of a Formula 1 car xD
737✈Garrus 2024 年 12 月 9 日 上午 11:19 
Sports car? 400i? Never heard about it. It's a space yacht. XD

Apparently the developers are always nerfing the shit out of the poor thing.
I guess the closest thing You'll get to a sports car in Star Citizen is the MIRAI Razor (Formerly MISC Razor), and the kicker and the killer is that it isn't even a car, it's a spaceship!