Space Engineers

Space Engineers

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[HS] CEU Merlin Fast Interceptor Craft [FIC]
   
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Type: Blueprint
File Size
Posted
Updated
11.343 MB
25 May, 2020 @ 4:02pm
26 May, 2020 @ 4:17pm
2 Change Notes ( view )

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[HS] CEU Merlin Fast Interceptor Craft [FIC]

In 3 collections by 5URG3
[HS] Hyperion Systems
32 items
[HS][A] Hyperion Systems: Atmospherics Division
24 items
Death From Afar - Builds with WHAM Homing Missiles
11 items
Description
No Mods, No DLC, Survival Capable
Uses 8 Scripts

THIS SHIP USES WMI MISSILE GUIDANCE, YOU CAN FIND WHIPLASH'S EXCELLENT SCRIPTS HERE:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2108743626
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2108744940



Ship Details
Class: Merlin
Type: FAC
Role: FAC Interceptor, Interdiction, Ambush
Environment: All, Primarily Space
Crew: 1

Details
  • Mass: 541,939Kg
  • Block Count: 675
  • PCU: 5,705
  • Grids: 14
  • Length: 62.5m
  • Width: 57.5m
  • Height: 15m
  • Maximum Forward Acceleration: 42.5m/s/s
  • Maximum Forward Acceleration: 2.3m/s/s
  • Safe Lifting Capacity: ~100t

Weapon & Support Systems
  • 4 x Reloadable 8g Interceptor Missiles
  • 2 x Auto-Tracking Quad Gatling Turrets
  • 4 x Light Missile Turret
  • 6 x Light Gatling Turret
  • 1 x Jumpdrive
  • Maintenance Projector
  • 8 x Programmable Blocks
  • Gas Production (4 x Generator, 2 x Hydrogen Tank, 3 x Small Hydrogen Tank, 1 x Oxygen Tank, 1 x Hydrogen Engine)
  • Antenna
  • Survival Kit
  • Pressurised Interior with Airlock
  • 1 x Cryopod


Description
The Merlin Fast Interceptor Craft is a quick and nimble long range craft suitable for all environments. It is designed to attack enemy FAC at long range. The included jump drive, survival kit, cryopod and choice of ion or hydrogen propulsion make the Merlin a excellent choice for independent interdiction operations in enemy space.

The Merlin's main attack power comes in the form of four reloadable interceptor missiles. These lightweight but surprisingly damaging missiles can accelerate at a blistering 8g, and use state of the art missile guidance from Whiplash Military industries to mercilessly seek and destroy all but the fastest of FAC. For protection against enemy missiles and small craft, the Merlin sports two Quad Gatling Rotor Turrets, six light Gatling Turrets and four light missile turrets, but it's main defence is speed. The Merlin can accelerate at over 4g, allowing it to evade most fighters and some slower ion missiles. The Merlin is not rated for CQB.


Instructions
See main control station for instructions and hotkeys.
Do not fire missiles at maximum speed.
Watch out on the Alien planet, the lifting thrusters will only just do the job.
Use rear thrust to decelerate when descending into planetary gravity wells.

Notes
All scripts by Whiplash141. You can check out his awesome work here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=663612012

I try to make all my ships functional in survival, if you use my ships and find a bug/problem, let me know.

Please refer any questions on how to play SE to Google.com
29 Comments
Sergeant-Major Hellstrom 17 Apr, 2024 @ 4:20am 
For some reason missiles won't detach from the rotor. I tried stuff fromk the comments but it doesn't seem to work. Maybe someone got a working version?
งง Two Snake 15 Oct, 2023 @ 7:55am 
From memory there would be two reasons the guns don't fire. Obvious one being no ammo. Second one being something wrong with the script not picking them up. Maybe you made the but didn't rename it correct as it is in the blueprint.
WarWeasel 15 Oct, 2023 @ 12:58am 
For some reason when I go to fire the missiles, the gatling guns dont fire to disconnect the missile. Ive tried removing its ammo and reloading it but nothing is working.
leo.ahrens 28 May, 2021 @ 4:53am 
HI, I am having trouble with makeing the turets work as guidance for the missles how can u switch from rayscan to turets guidance
งง Two Snake 16 Jan, 2021 @ 10:00am 
Also:
- put sorter blocks between the guns that disconnect the missiles so that hydrogen can fill up but not escape the tanks
- missiles should be built with stockpiling turned on then turn it off when firing

Nice to have:
- a PB block that when pressed transfers the items needed to build the missiles. (number taken as PB argument for how many missiles you want to build). That way you can RTB, join the connector hit the PB to reload / rearm then disconnect without messing around in the UI.
งง Two Snake 16 Jan, 2021 @ 10:00am 
I've been using it some more since last year and I have more feedback for using in survival. I recommend having a timer that:
- Turns on the missle PBs. Some servers turn off PBs upon server restart.
- Runs the missile setup PB again. Seems like the script sometimes doesn't work right without doing this. Not sure this will be foolproof. Haven't tested yet.

Fire this timer every 60 seconds and make it start itself again as well as after running the reload missile timer so it's constantly working right.
Insomnium 6 Nov, 2020 @ 4:13am 
I've found that simply disconnecting the small grid cockpit at the rotor, then blueprinting the ship, makes it a large grid that you can then build in survival. Just be sure to blueprint the cockpit and build it back once the ship is done. I believe the small grid turrets and missiles also have to be blueprinted and added back one time to complete.
5URG3  [author] 15 Jun, 2020 @ 9:57am 
@Two Snake - Thanks for all the feedback. This is useful stuff.
งง Two Snake 13 Jun, 2020 @ 11:50pm 
Just some more feedback for everyone using this in survival. The PMWs work well. Having some issues with them at the same time though when it comes to reloading. I don't know if it was to do with the fact that I was moving while the welders were working but both blew up again. I think it might be because I never enabled share inertial tensor value on the rotors so i'll rebuild and try that.

Seemed to have some problems firing the last rocket too which I think might be related to the fact that the missile tanks will drain of hydrogen first when hovering. You need to turn stockpiling on the missile tanks until the last second you decide the fire them or what might happen is that your missile gets stuck in the bay with no hydro, then your ship will blow up :D Another thing you can do is bring plenty of ice and make sure the h2o2 gens are turned on.
งง Two Snake 2 Jun, 2020 @ 7:13am 
So I think I have this working well now. I must have pressed and ran the PB which is what caused the missiles to break. Still trying to fill her up to get her combat ready. I ended up making a blueprint with just the missile making parts. That worked well.

For anyone wondering you should set missile reload timers 2 and 3 to 40 seconds each. That seems to be the sweet spot.

One suggestion I had for you would be that the missile status screen should have a yellow or red status if they're not filled with hydrogen. Also have the stockpile switches enabled/disabled during the reload period to make sure the tanks are full before showing green status.

Another suggestion would be a PB block that pulls in everything it needs and/or gives you some feedback on what is missing.