Space Engineers

Space Engineers

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SFF Tigerclaw (Vanilla) - [Modless]
   
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Type: Blueprint
File Size
Posted
Updated
144.317 MB
18 Aug, 2019 @ 10:20pm
5 Oct, 2020 @ 4:53am
5 Change Notes ( view )

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SFF Tigerclaw (Vanilla) - [Modless]

Description
-----UPDATE LIST-----

Hello everyone, just wanted to go through the updates that I did with this ship and what's different since v.1.
  • 1. First thing is the cockpit was totally reworked to have a real pilot seat and glass view. Now you can fly this ship like any other fighter out there.

  • 2. Second, I added a large ship gravity generator to have the ability to walk around the ship when in deep space. Makes it easier to get around without bumping into things.

  • 3. All doors have been replaced with the new small-grid vanilla doors added by Keen. This makes the ship so much more stable and less likely to KLANG. This also allowed me to add a true airlock to the ship for getting in and out of the ship without killing everyone.

  • 4. I replaced the designator turrets for the 2 large Hydra cannons on the wing tips with missile turrets. This allows for more punch in a dog-fight. You can also control these turrets using the copilot seats. This will also slave the Hydra turret to shoot where ever you aim the controlled turret.

  • 5. I changed all the timer block sequencing so there's no more issue with opening and closing using the wrong sequence. Opening the wings turns that timer block off, only by pressing the close timer block turns it back on, and vise versa.

!!!-----THIS BLUEPRINT NEEDS SCRIPTS TO WORK-----!!!
Before loading a world, first go to advanced options and make sure "allow in game scripts" is toggled on.


-----BASIC INTRODUCTION-----

The latest large fast-attacking gunship to be made for the USSF. This ultra-fast, light-weight gunship is capable of interplanetary travel via its 36 powerful, rear-facing, large hydrogen engines to lift it into space at incredibly high speeds. With a fully pressurized interior, crew and passengers can handle long flights between planets with ease. replicating Also unique to the SFF Tigerclaw is that the booster module wings can fold down for easy storage into a large hangar or landing onto a planet's surface.

This gunship is primarily designed to be a ultra-fast, fighter-screener, capable of chasing down enemy fighters and destroying them with its 5 forward-facing manual aiming gatling guns, 5 auto-aiming gatling turrets, and 2 upgraded auto-aiming, dual-armed, Hydra Turrets first used on the AVAA - Aquila Gunship (The AVAA - Aquila Gunship is not part of the USSF armed forces) Since the SFF Tigerclaw has many articulating parts to it, each part has its own unique projector to help with repairs and maintenance.


-----NOTES ON HOW TO OPERATE-----

This ship uses scripts to fly and function. Because of this, you need to have in-game scripts option turned 'on'.

This ship was designed to used with a speed mod installed. Not using a speed mod with this ship is like buying a Ferrari and driving it only in a city.

This is the speed mod that I use and I recommend you use it as well; https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=372524559&searchtext=Speed+plaid

  • 1. When transforming the booster module wings from any position, it's imperative that you first toggle 'off' inertial dampeners. Failure to do so will cause the booster module rotors to not fully open or close until they regain rotor-lock. If rotors lock in an undesired angle, simply disengage inertial dampeners and toggle the thrust vector control timer block again. If flying with atmosphere, simple maintain lift by tapping or holding the 'spacebar'.

  • 2. If the lower booster module thruster rotors are in the down position, do not engage the langing gears. This will cause a collision and the landing gears will hit the thruster shields. Simply, return the lower booster module thruster rotors to the 'folded' position and then engage the landing gears.

  • 3. When ready to take-off from any surface, you don't need to disengage the landing gear locks manually. Simply press the number 4 key on the second control page and the landing gear locks will automatically disengage and then fold up.

  • 4. This ship has several open and folded configurations. You can choose which configuration to fly the ship in, but it is recommended that if you are flying within atmosphere or outer space, use the fully open configuration. When landing within atmosphere, fold only the lower booster module thruster wings and then lower the landing gear. When landing on a platform in outer space, use the fully folded configuration and then lower the landing gear.

  • 5. If substantial damage is caused to the booster modules and the projectors are destroyed, it's recommended that you eject the booster modules and return the body of the space craft to a repair facility to replace the modules. The ship is equipped with a 'Repair Tree' projector that you can use to fully rebuild each part of the ship. Assembly with the use of a mover vehicle is required after that.

  • 6. Please pay attention to activating the correct timer block for the function you want to perform because of manner of timing for turning the booster module thrusters on or off. If you activate the wrong timer block you could cause damage to the ship itself.

-----KEYPAD FUNCTIONS-----

When climbing into the pilot seat there is a set of controls available to control and fly the craft. Here's a list of the number key and it's corresponding function.
    Page 1
  • 1- View port side exterior camera
  • 2- View nose exterior camera
  • 3- View starboard side exterior camera
  • 4- Fire forward facing gatling guns
  • 5- Open all booster module wings
  • 6- Close all booster module wings
  • 7- Toggle nose reticle on/off
  • 8- Build and fire 1 decoy missile (ion thruster)
  • 9- Build and release 1 decoy dummy (parachute equipped)

    Page 2
  • 1. Close lower booster module wings.
  • 2. Lower all landing gear legs.
  • 3. View ventral landing gear camera.
  • 4. Disengage landing gear locks and Raise all landing gear legs.
  • 5. Open lower booster module wings.
  • 6. Set gravity aligner script to 'run'.
  • 7. Set gravity aligner script to 'stop'
  • 8. Toggle Hydra Turrets on/off
  • 9. Set the ship to condition 'Red'

    Page 9
  • 1. Run Floor Plan Script 'up'. (This is for use on the Floor Plan Menu screen)
  • 2. Run Floor Plan Script 'down'. (This is for use on the Floor Plan Menu screen)
  • 3. Run Floor Plan Script 'enter'. (This is for use on the Floor Plan Menu screen)
  • 4. Run Floor Plan Script 'back'. (This is for use on the Floor Plan Menu screen)
  • 5. N/A
  • 6. N/A
  • 7. N/A
  • 8. N/A
  • 9. Emergency jettison all booster modules.

-----LIST OF FEATURES-----

Here is a breakdown of the features this ship has.
    1. Seating
  • Pilot Seat - 1
  • Copilot Seat - 2
  • Passenger Seat - 6
  • Engineering Seat - 2
  • Cryopods - 2

    2. Power
  • Large Nuclear Reactor - 7
  • Large Batteries - 20
  • Hydrogen Engines - 4

    3. Thrust
  • Ion
  • Hydrogen
  • Atmospheric

    4. Production and Storage
  • O2/H2 Generator - 10
  • H2 Tank - 14
  • O2 Tank - 6
  • Medium Cargo Container - 12
  • Small Cargo Container - 6

    5. Armament
  • Gatling Turret - 5
  • Auto Gatling Turret - 1
  • Missile Turret - 4
  • Hydra Turret - 2

    6. Repair
  • Projectors - 28
41 Comments
Quickshadow10m 26 Aug, 2019 @ 8:31am 
can U make a drone carrier, and use Rdav's fleet control script, and unlike the whip's scripts, it is not a 'Mother' to set up, You just copy stuff into the blueprints, and it does not require renameing, or uploading scrips, it is just a blueprint. Pls <3 keep up the awesome work!
RaidenDerpy  [author] 25 Aug, 2019 @ 6:45am 
@Yoscar Just open the terminal menu from anywhere and access the remote control block from there. Once in control you can pilot the ship accordingly.
Robin Banks [CD] 24 Aug, 2019 @ 10:04pm 
I'm the only idiot who doesn't know how to drive this?



P.S. i'm very stupid
gofastskatkat 24 Aug, 2019 @ 10:31am 
Reminds me of the R-9a and it's varients from R-Type
Apollo11cz 24 Aug, 2019 @ 9:43am 
thnx my dude:steamhappy:
RaidenDerpy  [author] 24 Aug, 2019 @ 7:33am 
@Korban Dallas Did you open the wings and have scripts enabled?
RaidenDerpy  [author] 24 Aug, 2019 @ 7:33am 
@Apollo11cz Whip's turret slaving script. It's a mother to set up but nice once it's done.
RaidenDerpy  [author] 24 Aug, 2019 @ 7:32am 
@Dreadlord9 You can do that simply by using SEToolbox. Paste this ship in an empty world and then transform all the grids into large grids. See what happens.
Apollo11cz 24 Aug, 2019 @ 6:15am 
What turret script you are using for this ship?
Dreadlord06 24 Aug, 2019 @ 3:56am 
you should build a large grid version aswell just to see what it looks like:steamhappy: