Space Engineers

Space Engineers

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ASM Ventisca Class Destroyer MK2
   
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Type: Blueprint
File Size
Posted
Updated
5.574 MB
14 May, 2018 @ 2:41pm
1 Aug, 2018 @ 1:56pm
2 Change Notes ( view )

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ASM Ventisca Class Destroyer MK2

In 1 collection by Mikeangel
Aegis Systems Military
28 items
Description
[FULLY VANILLA]
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UPDATE:
New version mounts brand new LIDAR lock on guided missiles (new instructions down), and 4 PDC (point defense cannons), consisting of a small grid rotor turret with 4 gatlings each.
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The latest version of the class, the Ventisca has seen an extensive rebuilding of all systems, resulting in a much more capable and efficient vessel matching the new Tornado class in all aspects, reinforcing the destroyer role in the ASM navy.
As such, the Ventisca is a multirole ship capable of combat at all ranges, with capacity for long patrols and travels, and capacity to carry smaller ships. The hangar can store two BUDy like the previous versions, but it could also be used for fighters, drones of all kinds, and even drop pods. The space is sometimes modified for other purposes, like extra cargo.
The ship has been designed for a small frontal profile, following the ASM doctrine of a heavily armored prow and frontal attacks. All weapons can and should fire forwards while decoys in the prow distract enemy fire. However, as a destroyer, the ship is meant to engage at long ranges, using its guided weapons and surprise to deal critical blows against unsuspecting enemies.
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Stats:
-3.836.000~kg dry mass.
-7m/s^2 forwards acceleration.
-Cargo space (1 large, 10 small containers). (577.250 L in x1)
-4 Jump Drives (2606.72km)
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Weapons and defenses:
-6 HEMT Optically guided missile launchers (capable of reload)
-6 Missile turrets, 8 Gatling Turrets
-Self Repair system for turrets and Main reactor.
-Gravity shields (4 generators)(It will increase the power of the grav drive when active)

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Systems:
-Small gravity drive for faster deceleration
-1 refinery, 1 assembler, 4 O2/H2 generators.
-5 Hydrogen tanks.
-Parachutes for emergency landings.
-Compatible with the MTF Jump ring.
-Extensive docking points for fighters and other crafts.
-Small ventral Hangar.




Guided missiles controls (CONTROL 1)
-Aim using camera (1)
-Open the tube doors (2)
-Build missiles (3)
-Launch with 4

To get a lock on, simply put the target grid on the center of the camera. If you get a lock on, launched missiles will head directly towards it, if you dont they will behave like previous versions (guided by aiming the ship). You can get a lock after launch and previously launched missiles will lock on.

ATTENTION: If the missiles are launched without a previous lock on, theres a chance they will collide with each other. Dont launch them too fast to avoid this (about 1 per second is safe), im still searching for a permanent solution

New script also has a GPS firing mode: Missiles will fly towards a previously adquired GPS. To use this mode go to CONTROL 4:
-use the K menu to search for the text panel named "R_TARGET". Put the target GPS coordinates in the text panel´s title
-switch missile type (turn 1 off, turn 2 on)
-build missiles (3)
-open doors (4)
-launch (5)
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Notes:
This vessel is not capable of planetary flight. However it is fully capable of lunar flight (with hydrogen on)
I dont reccomend going further than 0.3G into the gravity field of a planet.
Hydrogen should not be used beyond combat or flight in gravity, in order to preserve fuel.

Current Lock on maximun range is 3km. Missiles can be used without a lock on, maunally guided. It is recomended to have a lock before firing. To check this, launch a single missile and look at its trajectory. If it turns hard down and tries to place itself in the front of the ship, it has no lock. If it slowly turns downwards and makes an arc towards the target you have the lock, and its perfectly safe to launch all missiles.

Please note that missile turrets are incapable of hitting anything while the ship moves at any speed (cause their aim is stupidly bad) ( i might include scripts to make them aim better)

Do also note that this blueprint will eventually receive updates and improvemetns. I decided against publishing the same ship again and again for small changes.

By extensive refitting i mean i literally gutted out all the interior and remade it :P
Do leave comments, likes, suggestions, bombs, squigs, etc.

19 Comments
Mikeangel  [author] 19 Jun, 2019 @ 9:15am 
With the GPS the only limit would be the battery of the missiles, which I guess would give them like 10-20 minutes of flight time. Enough to do orbital bombardment
sgtklink 19 Jun, 2019 @ 4:57am 
Now with the GPS guidance mode for the missiles, is 3km still the max range, or is range not a factor when launching them that way?
Rocket_Man_Dan 8 Dec, 2018 @ 8:10pm 
I think this ship could use a bigger hangar. mabue from 3 blocks wide to 5 wide, as well as a light dropship to fit inside or a combat drone swarm or something.
Rocket_Man_Dan 22 Oct, 2018 @ 7:22pm 
then you should add connection points for all of your smaller ships. then you could also yous them to land.
Mikeangel  [author] 22 Oct, 2018 @ 1:31am 
(sorry for stupidly late replies :P)
Mikeangel  [author] 22 Oct, 2018 @ 1:31am 
@[TFLDN] PatPal the ventisca currently uses HELM (high explosive lidar missiles) as its main ammo. You can easily get a blueprint of your own by pasting the ship in singleplayer creative, printing some missiles, separate one, and take a blueprint of it.
Mikeangel  [author] 22 Oct, 2018 @ 1:28am 
@Ace12 thats something that i have built, altough its not really ready for upload yet
Stortbak 11 Sep, 2018 @ 2:30pm 
Hi, nice ship's!

Where can i find the bp for the HEMT Optically guided missile?
On the server i play on, i have to fix the projectors on it my self.
Rocket_Man_Dan 17 Aug, 2018 @ 5:35pm 
it would be usefull if you started on a planet and build this on the surface to launch into orbit.
Rocket_Man_Dan 17 Aug, 2018 @ 5:02pm 
Mabye you could build disposable boosters for luanch from planets.