Space Engineers

Space Engineers

Not enough ratings
[CWP] ECM Strike Fighter - Little Adelion Mk2
   
Award
Favorite
Favorited
Unfavorite
Type: Blueprint
File Size
Posted
Updated
8.904 MB
4 Jan, 2022 @ 5:50am
8 Jan, 2022 @ 9:59am
2 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[CWP] ECM Strike Fighter - Little Adelion Mk2

In 3 collections by Daxter
Cyber Wolf's Workshop
69 items
Cyber Wolf's Interplanetary Fleet
4 items
[NEO] P.O.L.A.R. Cyber Wolf's Style
5 items
Description




C.W.P. - Little Adelion is a multipurpose ECM strike fighter. Armed with gatlings and homing ion torpedoes. With an ECM beam, it can serve you as an attack aircraft aimed at fighting against turrets, as well as without an ECM beam, it can be a fighter. Designed for survival.

-The fighter is equipped with a "smart conveyor system"
that allows the device to take the components it needs itself when docked with a connector (or rotor in the absence of an ECM beam) and distribute them automatically among components.
-4 homing ion rockets
running on the Easy Lidar script are well suited for launching from a distance of 2-3km. so it is when approaching an enemy target.
-10 gattlings
are grouped closer to the cockpit, which gives more damage.
-ECM beam
does not allow enemy turrets to aim during torsion and they constantly miss.



///Excluding ECM Beams and rockets
PCU: 4521
Grid Mass: 40 482
Blocks:496
///General summary
PCU: 8258
Grid Mass: 58 131
Blocks: 873

10 gattlings
4 gyroscopes
1 O2H2 generator
1 large hydrogen tank
2 small hydrogen tanks
1 small reactor
3 small batteries
11 small containers
6 small sorters
2 large sorters

The fighter is designed for combat in space.
Moon Landing: There is
Planet Landing: Only Without ECM Beams and rockets



1.- script built-in missiles (Easy Lidar): 2.- Script for easy launch torpedoes: 3.- Script output pane: 4.- the Script for the custom mapping of the horizon:


///Page 1
1.- Gatlings
2.-ECM Beam Reverse
3.- Rotor Lock on\off
4.- torpedo launch
5.- sight camera
6.- Pull out the pistons with baits. (It is necessary that the lures protrude well from the hull of the ship)
7.- control the parking remote control
8.- operate the main remote control
9.- switch the connection with the connector
///Page 2
1.- Antenna on/off
2.- Attach the rotor
3.- Detach the Rotor
4.- Reactor On/off
5.- Batteries On/off
6.- Switch battery charging mode
7.-Charge the batteries
8.- O2H2 generator on/off
9.- Hydrogen thrusters on/off
///Page 3
1.- Switch the magnetic landing gear docking
2.- Parachute Open/Close
3.- Main projector on/off
4.- Turn on/off the ECM Beam projector (Also useful for welding the beam manually: Put the connector on the rotor head, and the projector on the right, Output the beam projection, weld !!!be sure to check the box on the internal connector - trading mode: on!!! - otherwise, this connector will store everything that did not fit into the main fighter, and this is an extra mass)



2 Comments
Daxter  [author] 27 May, 2022 @ 12:47pm 
Boobies, wait for new arrivals. This type of fighter after updating, changing the mechanics of the battle, the spinning beam with baits is almost useless. Previously, she distracted enemy turrets, they aimed at baits, and could not get because of the constant change in the trajectory of the baits. Distracting systems are called ECM. About the prog blocks.. I do not remember. There you have to press one button - how many times you press, so much and the bird will fly out. In any case, the type of this fighter is already broken, and here a not very effective script for torpedoes is used. But if the crowds still don't fly out, please double-check the owner of ALL the blocks. It should be just you. When you transfer the owner to yourself, recompile all the programmable blocks
Boobies 27 May, 2022 @ 7:01am 
Hey mate, great mod. Just a little confusing when the projector doesn't built it properly and the taskbar isn't fille dout. Can you put the exact item/group name so we can work it out please? I have no idea what ECM Beam is etc... there is no group called that. Also, and the main one. Torpedo launch. How do you set that up? There is no group called that. I am guessing it is the lauch script as a paramter in one of the programmable blocks (which one?) but again I'm getting confused. Any chance of putting a fairly detailed guide up please man? I'd love to use this but its been days and I'm still scratching my head lol