Space Engineers

Space Engineers

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spAce Combat : NPC Airplane Dogfighting
   
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Type: Mod
Mod category: Modpack, Other
File Size
Posted
Updated
6.257 MB
27 Aug, 2018 @ 7:33am
21 Sep, 2018 @ 11:05am
7 Change Notes ( view )

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spAce Combat : NPC Airplane Dogfighting

Description
To fans of this mod, I would like to inform you that it is effectively abandoned. I will no longer be making any changes to it. However, I have plans for a new 'sequel' to this mod that aims to offer the same aerial dogfights as this one while greatly reducing if not eliminating the number of required mods, as well as revamping mechanics such as jamming to reduce complexity in the mod. I will add the link to the description when it is uploaded.

As the twenty-first century developed better aircraft technology, old technology fell out of practice. Wings were replaced with thrusters, control surfaces were replaced with gyroscopes. Even airfields were replaced with landing pads. Eventually the way of the airplane was lost to the archives of time. During the twenty-second century, a space engineer found an ancient library containing texts on flight history and aerodynamics. He read about how when planes existed, pilots would test their skills and wits against each other in aerial battles known as dogfights. He dreamed of taking part in those kind of battles. He banded together his fellow engineers and started the spAce Combat initiative, a program designed to bring back the great dogfights of the past using new technology. Engineers began designing their own planes, conforming to newly established standards. These engineers are willing and ready to battle, and will readily come to an antenna calling their name, specifically the names below. (the antenna needs to be owned by the pirates faction to work)

**SC-P1**
**SC-P2**
**SC-P3**
**SC-J1**
**SC-J2**
**SC-J3**
**SC-J4**
**SC-J5**

In order to make combat easier for novice pilots, a group of combat-ready vehicles is available in the hangar. If interested, go to the following address: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1509108430

With the new jets being designed, pilots have to watch out for missiles. Enemy jets will attempt to lock onto your plane, and if they are successful, they will launch a missile. Every missile must be avoided at all cost, but each missile acts differently. Below is each missile we know of and how it acts.

RAAMM: 5 second lock time, active radar guidance, medium range, lock cant be dodged, lock can be fooled with remote controlled decoys
SALAAM: 3 second lock time, semi-active radar guidance, long range, lock can be temporarily disabled by dodging guiding plane and by using remote controlled decoys
Seeker: 1 second lock time, basic turret guidance, medium range, lock can be fooled with standard decoys.
Adder: 3 second lock time, turret guidance with leading, medium range, lock can be fooled with standard decoys.

Most engineers try to modify the code that controls their missiles to make them faster and more accurate. But the removal of safeguards often makes the missiles jammable using the codes below. Each code has a specific effect, and if a missile is susceptible to the code, it can be temporarily or permanently disabled by broadcasting the code over an antenna using the FARTs sender script.

DTW321
QBT653
TOZ266
LRO184
DMV901
HXV526
JDH206
GHG485
ACG846
GJF573

Munitions for player use are stored in the armory, found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1514100753

If an engineer feels they can design their own munition, they should search 'missile' in the g menu to find a speciallized set of parts for making missiles and other munitions. Most are vanilla parts redesigned to be more visually appealing for missile construction. The missile thruster has twice the thrust and power consumption of a small atmospheric thruster, and the missile battery has a lower power source priority than other batteries, helping it keep its charge longer so missiles have more fuel on launch.

Certain vehicles are starting to use stealth technology, so they will not have a constant antenna signal revealling their position. To try to find them, transmit one of the signals below. If it matches, the stealthed vehicle will reveal itself for a few seconds.

FYORD
DELTA
RIVER

This mod is designed with thruster damage intentionally turned off. Turning on thruster damage can and will cause engine failures and other general sadness with certain planes.

Major thanks to Takeshi for all the mods used. And thanks also goes to DraygoKorvan and Screaming Angels for their mods I used as well. And thanks to Darth Biomech for his surveillance camera model

If anyone has ideas for airplanes that may work with this mod, add the plane in the comments section. It doesn't guarantee that the plane will be added, and I don't try to build exact replicas for planes I do add. I'm simply hoping to draw from more sources to help avoid monotony among the planes.
12 Comments
epflederer  [author] 14 Mar, 2019 @ 6:36am 
Posting this comment so anyone subscribed to this thread will notice the change to the description.
Eleanoire 25 Feb, 2019 @ 9:03pm 
The lore for this amazing, maybe make a mig-15 like ship with working plane parts?
MekaDovah 23 Dec, 2018 @ 7:28pm 
These look pretty good!
Tsubasa 23 Dec, 2018 @ 7:23pm 
How the hell is this not top in workshop?
epflederer  [author] 3 Sep, 2018 @ 10:20am 
I'm going to, right now my computer is down, pending on new charging cord coming, then I will be adding more planes over time
L3g3nd4ry Chick3n 3 Sep, 2018 @ 9:15am 
Great mod, you should probably add a few more planes though.
epflederer  [author] 31 Aug, 2018 @ 8:31am 
I use it all the time, and it was the perfect script for the jamming mechanic, as well as for guidance on one of my missile types, meant to simulate a semi-active radar missile.
Alb 30 Aug, 2018 @ 3:20pm 
Someone's using my FARTs script. Awesome!
~(WoE)~ Field Marshall ShVAK 28 Aug, 2018 @ 1:37pm 
its super pretty. i sure with i could play the game.
epflederer  [author] 27 Aug, 2018 @ 8:57am 
the drone is supposed to spawn 10 km away so it is like you intercept the plane on a mission, but i will doublecheck the position just to be sure. and thye speed is so some planes are faster than others, just like real life. it isnt necessary though. it was mainly for immersion. perhaps i can add a custom speed into the mod. I know how to do that. I'll check it out, and thanks for the feedback. I really appreciate it.