Empyrion - Galactic Survival

Empyrion - Galactic Survival

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CV_IRON_HAWK
   
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Blueprint: Capital Vessel
Tags: Blueprint
File Size
Posted
Updated
253.157 KB
31 Mar, 2018 @ 11:19am
12 Jun, 2018 @ 12:41am
2 Change Notes ( view )

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CV_IRON_HAWK

In 1 collection by rucky
OMEGA FOUNDATION Vessels for EMPYRION MP
49 items
Description
BLUEPRINT IS FOR ALPHA 7.x & ALPHA 8.x.
It''s not for anything newer.
You most propably need to adjust anything from adding Shields, CPU stuff and other things!

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IRON HAWK - Fast-Response-Assault-Dropship
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This is the Full Mid-2-Endgame Variant of the IRON HAWK Assault Dropship!

Complete in Combat Steel with additional AoE-Shielding, very high Performance Stats, this is by far my best Midgame ship for anything PVE related, and with some more customization even for PVP.
  • Top Offense? Check. Besides Artillery turrets there is ANYTHING included. There is NO PVE threat that can't be beaten by it! I've tested it against any existing Space POI and even multiple modified Space Carriers; heck, even against 7(!) NPC-Variants of itself simultan with anything changed Weaponry and added Drone-Support!

    (This is the Ship I'm using in my Combat-Test Scenario and that's seen in the first two Vid's I linked!)

    (Checking the OPVs in 8.0 : all three are no Match for this Vessel. Even if I only tried to remove all AI Turrets only, not trying to use "Exploits"/Weaknesses of these Vessels, as you can see, they could only make very small Damage to that Ship! Check Vids 3-5!)

  • Top Defenses? Check. Combat Steel, AoE-Shielding of Fuel tanks et al., additional secured backup-Bridges/Pilot seats, multiple Forcefield protections especially for the Growing Plot Area!
    Yes, the main Bridge can get beaten up in prolonged fire fights, but in these additional backup-seats you will be safe for way more than the NPCs can throw at you!

  • Top Performance? Check. 39m/s² lateral, 98m/s² main and 44m/s² upwards Thrust, 5.5deg/s² Pitch and 3.9deg/s² Yaw. This is very agile!

  • Very good Capacity? Check. For a non-faction/multiplayer carrier, it has a lot of room: Multiple Hover (tanks) and (Combat) fighters can be loaded in two Hangars, one even fly/drive-through!

  • Enough Mobile-Base-Equipment? Check. 18 Growing plots with Food processor and enough Fridges, 2 Constructors with many Cargo-Boxes, Complete Medical Bay with all Applications, Additional Crew Restroom with 8 beds, 2 Engineering Rooms for Warp Core and Generators, Repair stations, bay and Armor lockers... and anything can be accessed directly without going into the ControlPanel!
    It is even a very good Asteroid Miner with his Drill Turret underneath the Front/Bridge!

  • Switch and Sensor-Logic used? Yes, any major Device has it's own Activation-Switch (like Repair stations, Repair bay, each Constructor and Food Processor), still any of that can be overriden with Control Panel custom Signals/Switches;
    Furthermore you will find additional Thrust-Configurations, Drill-Turret Activation and some more useful switches in the Control Panel!

  • And still in a compact Frame? Absolutely! Class 3.7, 62x82x28m WxDxH at 16.3kt very compact but highly functional and in Style!

Have Fun with this fine Ship!
You won't be disappointed!

Other Variants:
Please don't forget to upvote if you like this Ship!
Thank you!

33 Comments
david.maccarone1 29 Oct, 2020 @ 9:39pm 
hi rucky thanks for feedback, i'm not a builder but how would i make this vessel have shields? If you could explain it a step by step instructions i would be most appreciative.
Thanks
rucky  [author] 20 Oct, 2020 @ 1:24am 
@david propably you are using a modified version of that Blueprint from someone else,
because... this version here does not have shields, I am sorry.
This version is an old Blueprint for Game version Alpha 7 and Alpha 8, but today is completely outdated. I'm sorry.
david.maccarone1 19 Oct, 2020 @ 11:06pm 
I am having trouble activating the shields. I have out pentaxid refined in the fuel tank....
Gaudhand 11 Mar, 2019 @ 10:31am 
Thanks for the fantastic ship Rucky. It worked as a perfect shell for the CV interior I wanted to create. Here is the final retrofitting I did. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1680193382
rucky  [author] 13 Jul, 2018 @ 10:06am 
Yes, the Passenger-Upgrade is the new one +1
Have Fun with them :-)

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To all: Tip: The Mining-Turret at the Front (and some minimal Blocks there) can be changed to 6x Drill Lasers ;-) I also made an small "tunnel" with an Pilot Seat from the Crew Quarter forward just above these Drill Lasers and with these new hardened Windows infront - for a better View when Asteroid Mining ;-)
Aaron_IRL 13 Jul, 2018 @ 9:54am 
I'm using the one with "(pas" at the end of the name. Although I need to make a new one because I think I lost a RCS somewhere along the way, and I must have saved the template sometime after I lost it. I am not about to deconstruct the thing to find it either. :P
rucky  [author] 13 Jul, 2018 @ 1:29am 
Thank you @Aaron_IRL!
You have checked the new MARK-5 upgrade or using one of the older ones?
Aaron_IRL 12 Jul, 2018 @ 6:29pm 
I'm popping out one of these today. I did flip the lower hanger doors. That "speed bump" was giving the WarMonger and Tomahawk trouble when loading. I was having to bottom them out just to get them over the hump. I try out everything else, but always end up back here. I love the MkV, WaspX3, and Orion (which was my first CV). I haven't popped out an Orion on this current server yet, but it's on the list if I ever get back to asteroid mining. Great work!
rucky  [author] 6 Jul, 2018 @ 1:36am 
Yes, propably I should have written that a bit more clear (so my fault here),

DOORS_CLOSED is a Switch in the Control Panel to override the Default Open-Close-Mechanic (controlled by the MotionSensors) - But I *HATE* that Sound these Opening/Closing-Doors make, always when I'm coming near the Constructors ;-)

So, when Thrusters are active (which normally means you are flying), Doors are behaving like above: They are closed but open on Motion Sensors from inside and outside the Ship.
WWhen Thrusters are off (via Controll-Panel Switches OR Bridge.Switches), it's all open because you most propably are landed on a Planet.

But there exists Situations (MP on Servers f.e.) where you want to have your Ship CLOSED whereever it is. Then this Switch "DOORS_CLOSED" will come in handy.

Hope this could clarify the logic behind it...
Aaron_IRL 5 Jul, 2018 @ 8:18pm 
Okay, i think I've figred it out now. Switching the "DOORS_CLOSED" too off allows the hanger doors to respond. I wish I was better at the sensor setting because I'd rather see the doors responding to their own sensor instead of all doors and ramps opening (front, back, and top) when only approching one of them. I love the ship though, so I'll get used to it. :D