Space Engineers

Space Engineers

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IFM Lynx Mk2
   
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Type: Blueprint
File Size
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754.239 KB
26 Nov, 2020 @ 12:36am
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IFM Lynx Mk2

In 1 collection by Luvstruckmango
Insurgent Freedom Militia
106 items
Description
The IFM Lynx is a modified IEC Raptor.

PCU: 2538

Battery/Reactor Powered

4 Person Capacity
6 Comments
Luvstruckmango  [author] 1 Dec, 2020 @ 5:31pm 
@JeanLucPiccataro, interesting ideas. I will give these ideas some thought.
PotatoShirt42 30 Nov, 2020 @ 2:58pm 
(3/3) You would have 1 RC for each landing pad, so that when there's multiple ships launching/arriving at once, there's no congestion for using the single RC. The executive shuttle bay would have a separate, 4-tall airtight hangar door that would have space for two dropships or fancy shuttles or something else. You could design these docking spaces to be specially built for your ship sizes. So you could have 4 spots for fighters, two for dropships, 1 for bombers, and 2 for miners.

I hope this helps you in your efforts. If you want, you can friend me on Steam so that we can use the Steam DMs to discuss this.
PotatoShirt42 30 Nov, 2020 @ 2:57pm 
(2/3) The final level is the aforementioned docking level. None of these levels are physically separated, but you would use a different paint color for the walls. Finally, there would be a rover bay underneath the executive landing bay. The rover bay would have landing gears in the floor, not the wall. These could be controlled by an array of remote control blocks that have the landing gear clusters, connectors, etc. grouped. This way, a ship comes in, connects to the RC, finds their landing connection, then toggles it.
PotatoShirt42 30 Nov, 2020 @ 2:57pm 
(1/2) My idea is that you have the hangar level be 8 blocks tall. Have a piston door that pushes the doors open, sort of like a Venator, but on the side. Then, you have the docking clamps in the ceiling. Then, you put walkways in a grid with 4x6 spaces for ships. They can use connectors and landing gears to connect to the ceiling. Then, when it's time to deploy, the ships can disengage from the connectors, then fly down to the movement level, then fly out the doors. Basically, the hangar is divided into three levels. The bottom level is the maintenance level, where ships are left when they need to be repaired, or when they are being built via projectors. This will be 3-4 blocks tall. You could also have a welding pit there, similar to the one in Captain Jack's Colony Wars. The middle level is the movement area, where any ship/player traffic should happen. This will be another 4 blocks tall. Ships use this in order to move to the docking clamps or exits they need.
Luvstruckmango  [author] 28 Nov, 2020 @ 4:39pm 
@JeanLucPiccataro, Hmm, interesting idea. I will take this into consideration. I've been messing around with a land carrier build already but haven't been pleased with its design so far. How do you propose moving ships around in the hangar? Flying in a confined space such as a hangar can be a hassle. I like the ideas you've shared, tell me more.
PotatoShirt42 28 Nov, 2020 @ 1:09pm 
Suggestion for a future build: make a newer version of your land carrier. Perhaps, make this one not use airplane part mod-enabled fighters, but rather, have it be where you land on the deck with normal ships, and then there's a large elevator that goes up and down. Then, you've got a hangar door on either side of the hangar near the back. Finally, you make a door at the front of the carrier for quick launches. What you could do is have it be two-storied in the hangar. For example, all fighters/dropships connect to connectors or landing gears mounted in the ceiling. That way, the bottom is reserved for maintenance, repairs, and quick launches. You could have catwalks that lead to where the cockpits of the ships would be. You could even design the walkways specially for your fleet of fighters.