Space Engineers

Space Engineers

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Umbra | Heavy Fighter | No DLC
   
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Type: Blueprint
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4.272 MB
30 Jun @ 7:32pm
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Umbra | Heavy Fighter | No DLC

Description

If you read nothing else in this description, know the Umbra’s batteries are on recharge by default, and you need to turn them on in tab three slot four.

Note, this is the short description. To see a more detailed one with user guidance and other useful information, see the attached Doc at the bottom in the links section.


The Umbra is a heavy fighter optimized for maximum firepower, agile spin-to-win flight, and resilient, redundant systems. Having gone through 29 iterations and a myriad of combat situations, it is one of the strongest fighters in its class. It shreds large-grid ships, hunts down fighters, and can deliver a large-grid bomb. It’s not only optimized for combat, but also for manufacture and usage, including a number of quality-of-life and time-saving features, enabling it to be mass-produced and quickly resupplied or repaired. Over the course of a war, it is more survivable, damaging, and timely, destroying its enemies in every metric.


The Umbra was made for the Industrial Novus Corporation ([INC]), by myself, Monopoly Man. More specifically, it was made for the Lunar Wars 2 server (hosted under the Lonely Engineer Discord Server), which placed an emphasis on small-grid fighters via changes like the relative speed mod. The Umbra’s name means “The fully shaded inner region of a shadow cast by an opaque object, especially the area on the Earth or Moon experiencing the total phase of an eclipse.” As the Umbra is mostly black for stealth and designed for a moon-based server, it seemed a fitting name. The Umbra served its role exceptionally well, remaining our mainstay fighter for the entire duration of the server. In fact, it was so dominant they nearly never died, and as they were so easy to make and resupply, we would just leave them out in the field because it was faster to make new ones. I estimate that we fully lost fewer than eight to damage in combat and left or destroyed over 40 intact Umbras.


Umbra Combat Doctrine - The Umbra is designed to deliver a high volume of autocannon fire in a short time, while avoiding return fire, and if hit, to remain functional. It does this by being a front-sider, with its 16 fixed autocannons, and 14 super-firing autocannon turrets. Together, they can put out up to 75 shells per second, and with its significant ammo reserve, 475 magazines (6,650 shells), it can do this for a prolonged time. Its turrets are meant to hit fighters while the pilot focuses on flying/dodging. Their consistent and targeted damage is something fighters cannot handle, stripping their weapons and thrusters until they shatter. Its fixed autocannons are meant to destroy ships and static grids, though they can shred fighters as well. The parallel nature of its side-by-side shells allows the Umbra to concentrate a tremendous amount of damage in a small area, enabling it to penetrate armor and destroy high-integrity blocks like turrets and thrusters. In addition to the Umbra’s autocannons, it has 10 forward-facing rocket launchers, giving it tremendous alpha-strike damage against unprepared targets, or lucky, fight-ending shots. The Umbra also has a large-grid bomb that can be connected and dropped to deal significant damage to slow or static targets. To support the delivery of its weapons, the Umbra has five sets of decoys, along with two ion decoy missiles. If deployed effectively, they draw fire away from the Umbra, keeping its systems online longer. If hit, the Umbra can tank a significant amount of damage, outlasting light fighters and remaining operational longer than it takes to disable most large grids. This means the Umbra should get relatively close to the target to land more shots, as few craft can survive long enough or output more damage, leaving them disabled and ultimately destroyed.

Thrust Doctrine - To support the Umbra’s weapons delivery, its thrust profile is designed to vertically circle its target while maintaining a forward orientation, using significant up-thrust to achieve rapid velocity changes and tight arcs. This is supported by large down-thrust to tighten such turns and forward thrust to intercept moving targets while maintaining the circling behavior. This is amplified further by rotating the craft, creating a spiral arc path, effectively dodging all projectiles while staying on target.

Armor Doctrine - The Umbra uses light armor instead of heavy armor, as it is the most effective scheme against autocannons and Gatling guns, the weapons most likely to hit it or be encountered. Normally, one heavy armor block would be better than five light armor blocks with the same combined weight, as the heavy armor block has slightly more integrity (560 vs 500). However, unlike other shells that penetrate and keep going, autocannon and Gatling shells are destroyed when the block they hit is destroyed. Because light armor blocks only have 100 integrity, an autocannon shell loses 400 of its 500 damage, and a second Gatling shell loses 80 of its 90 damage. So by having five light armor blocks instead of a single heavy armor block, you can stop five autocannon shells or 10 Gatling shells, versus only two or seven, respectively. Other benefits include metal grid savings, and the fact that thicker armor results in greater total penetration distance when projectiles hit at an angle. All this means the Umbra focuses on having thick light armor, especially at the front where most shells impact.

Redundant Systems Doctrine - The Umbra has an extensive conveyor network to supply its hydrogen thrusters and weapons, designed with as much redundancy and looping paths as possible to maintain functionality. This means it can be cut three times in a row at any part of the craft and, provided the cockpit is functional, it can still fly*. This is thanks to the distribution of 30 small and two large hydrogen tanks, four large and two small batteries, and a myriad of ammo inventories, such as 10 small cargo containers next to turrets, along with two medium cargo containers, the cockpit, sorters, a connector, and all the weapons. This means the Umbra’s systems cannot be shut down by conveyor disruptions, only by complete destruction.


No DLC
Automatic Ammo Refill
Deployable Decoys
Large-Grid Bomb Addon
Docking Systems
Quick Power Up And Control
Umbra Thrust Profile
Mass Production Features
Repair Features
Blast Door Thruster Cover Technology
Fixed Auto Cannon Armor Technology

See descriptions of what each is and why they are useful in the Doc.


Basic Statistics:
PCU - 18548
Block count - 1995

Mass:
Unloaded - 142,160 kg
Effective max load - 161,160 kg

Fuel:
Fuel Duration Under Minimal Usage (Hover In 1G) - 1100 Seconds
Fuel Duration Under Normal Usage (Combat Or Maneuvering) - 500 Seconds
Fuel Duration Under Max Usage (Three Axis At Once) - 200 Seconds

Functional Block Count By Category - In Doc


Full List In Doc

#1 Weapons Tab - See Image 11
#2 Decoy And Drone Control Tab - See Image 12
#3 Power Systems Tab - See Image 13
#4 Docking And Utility Tab - See Image 14
#9 Bombing Tab - See Image 15


Extended Design Description Doc Link - https://docs.google.com/document/d/1zXHMSxs3iBSywyZdtmwPe-BsgsALxKsjbMClY-sZ1zM/edit?usp=sharing

Addons/Complementary Designs:
#1 - Umbra Bomb - (Workshop Link)
#2 - Rotary Umbra Printer - (Workshop Link)

[INC] Links:
[INC] Discord - https://discord.gg/RWTe4gxFKK
[INC] Youtube - www.youtube.com/@IndustrialNovusCorporation

Affiliated Discords/Other Relevant Connections:
Lonely Space Engineers Discord - https://discord.gg/dh7Cj8dENC