Space Engineers

Space Engineers

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Black Adder
   
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Type: World
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19 Dec, 2014 @ 6:08am
14 Jul, 2016 @ 1:24pm
22 Change Notes ( view )

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Black Adder

In 1 collection by Lynnuxx
Black Series
5 items
Description
Welcome to the Black Adder, a tactical craft excelling in reconnaissance and in penetration and elimination of automated defenses (turrets).
It's one of the first or maybe even the first craft of its kind. Currently the Mk Ie (cockpit made of blocks, radar) is featured in this world.
The Black Adder can operate on planets with gravity up to 0.4G (0.5G empty)

Instructions

You will start in the cockpit of the MK Ie. Turn your head to the right and take a look at the display. There you'll find further hints.

Entering the Mk Ie is done through the cross-shaped roof as seen in one of the screenshots. The pilot seat of the Mk Ib is the middle one.

Description

The hull of this heavy fighter is made of lightweight carbon, its mass is around 65 tons empty and more than 80 tons with "payload".

The rear section contains the power supply and industrial thrusters as main propulsion.
The Black Adder is battery powered. She can be operated for at least one hour.

The front section contains the cockpit(s), the storage and the armament. The armament consists of a railgun to eliminate defenses, 6 autocannons for some dogfight capability, two small Lancaster Inc. bomb launchers and a Gatling turret.

The main feature are the two extendable decoy arms mounted on a two-sided rotor made by Nila which can be literally considered as the centrepiece of this craft. The pistons made by Eikester are good-looking and sturdy.

Weaknesses/flaws

- When the rotor is locked the craft may turn slightly while it should move straight. If you experience a strange behaviour in the steering, unlock the rotor while no forces are acting on the decoy arms. The effect will be weaker/gone if the rotor is turned off.
- Don't switch the "Target moving objects" option of the Gatling turret on unless you own all blocks of the craft or the decoy arms will be gone.
- The bombsight camera will break when turning at full speed. Hinges are maybe the weakest blocks at the moment :-(
- Variants with the LAEL cockpit have been removed because unfortunately the LAEL cockpit is currently bugged

Video[www.lynnux.net] (DivX)

Since the Black Adder is not a simple fighter but a weapon system I made a video (without voice) so you can receive an impression how to operate the craft. It's the very first video I made. The video is showing an assault on a heavily defended target with the first two Black Adders are creating a gap in the defenses while the third acts as bomber striking the target unharmed.


Used mods

Goto "Load World", select this world, then "Edit Settings" -> "Mods".
Select a mod and then "Open in Workshop".
That's the safest way to see all the used mods and to subscribe them if you want.

This world uses a modified version of the BlueG radar mod for demonstration and testing. It will be replaced by the original and removed once Bradley has updated the original version.


Mods used for Mk Ib and Mk Ie cockpits:
SANCHINCORP(hoverbike) (cross to enter cockpit)
Az Passenger Seat & Open Cockpit (seat)
AI Core

Mk Ie4:
AutoCannon Turret (AI enabled)

Optional/decorative:
Caldari Skybox
Popular Discussions View All (4)
0
6 Mar, 2015 @ 3:35pm
Quick instructions for radar demo
Lynnuxx
0
5 Mar, 2015 @ 9:51am
Implemented features
Lynnuxx
0
4 Mar, 2015 @ 7:15pm
Future Development/Ideas
Lynnuxx
10 Comments
Lynnuxx  [author] 15 Mar, 2015 @ 4:29am 
In a later version of the script I initialised all the lists for decoys, pistons, gyros and the rotor locks to be able to get their count even if they are empty but I think you have removed them anyways.

List<IMyTerminalBlock> grid_block = new List<IMyTerminalBlock>(),
RotorLocks = new List<IMyTerminalBlock>(), AllPistons = new List<IMyTerminalBlock>(),
Decoys = new List<IMyTerminalBlock>(), Gyros = new List<IMyTerminalBlock>();
Lynnuxx  [author] 15 Mar, 2015 @ 4:10am 
Oh, you deleted the decoy system from the script, not the ship.
Yes, that happened to me when the radar beacons were off after compiling the script. There is a block in the else-path which seems to be not initialised then. Try to run the script with beacons on after recompiling.
Also check the ownership of the radar beacon, sensors and PB (and timers you use them to trigger it). If you want to find enemies then they all have to have ownership "Me".
And methods of the radar displays are called when the displays are not there/found. If you don't use them, comment them out or remove them completely from the script.
Draven_Stone 14 Mar, 2015 @ 6:24pm 
thats great, but i'm try to adapt your script to a ship that i have built, and it keeps telling me that i'm missing stuff and it wont run
Lynnuxx  [author] 14 Mar, 2015 @ 6:14pm 
Easiest way: detach the two-ended motor and remove the decoy arms with ctrl-x. Then you can add a block or a few blocks in the gap and remove the remaining part of the two-ended motor.
Draven_Stone 14 Mar, 2015 @ 5:21pm 
what do i delete to get rid of the decoy system, i'm trying to use this for an eplorer ship, and my ship doesn't have a decoy deployment system and i don't want one
Lynnuxx  [author] 14 Mar, 2015 @ 11:17am 
The Mk Id has a primitive output to the (right) textpanel and the MK Ie has the labelled target output with all contacts on the left front panel (BA [radar] Display left).
Just open the public text of these textpanels and close it again. Then go to the GPS and activate the waypoints you want. Currently I don't know any other way to get the target coordinates into the GPS.
If you want to try Darth Biomechs camera then just replace the turret on the MK Ie with it and rename it to "BA Turret". Then recompile the BA Control PB block. But basically the functionality is the same as any other turret. He just changed the ammo to do no damage and the RoF to be as low as possible afaik. E.g. you can't zoom and you just can look through it when controlling it but then it'll fight against the turret control of the PB.
Draven_Stone 14 Mar, 2015 @ 10:17am 
which one just has the GPS dump to text panel, cuz i don't need the turret control. the turret control just seems rather useless if it's not bound to darth biomech's cam turret
Lynnuxx  [author] 5 Mar, 2015 @ 8:40am 
Remark concerning GPS: Before you delete a waypoint, remove it from the HUD. Otherwise it may stay in the world.
Lynnuxx  [author] 9 Feb, 2015 @ 3:42pm 
Please tell me if something is not working. I didn't play survival or multiplayer yet.
Lynnuxx  [author] 9 Feb, 2015 @ 3:24pm 
As for [1.068] the small ship decoys have been fixed enabling you to take full ownership of the craft and to approach the target at higher speeds.