Space Engineers

Space Engineers

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PFS - DDH - Wyrm Howitzer Destroyer
   
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Type: World
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25 Dec, 2014 @ 4:40pm
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PFS - DDH - Wyrm Howitzer Destroyer

In 1 collection by Lord Commissar
Phoenix Fleet Systems
34 items
Description
Mass: 8,113,105 kg
Acceleration: 3.57 m/s^2
Weapons: 4 forward 25 cm battlecannons, 4 turrets with 2 25 cm battlecannons each, 6 gatling guns, 12 Anti-Missile Turrets
Ammunition Storage: 103 Small Containers
Airlocks: 3
Connectors: 3
Crew: 17

The Wyrm was created to be a hunter-killer ship, meaning that it is a ship designed to contain heavy firepower in a relatively small package. To this end, it is well suited for hunting down and destroying ships larger than itself, though it may have trouble when used against smaller, more maneuverable craft. The Wyrm is designed to hunt enemy capital ships from long range and solo, or up close in packs. Because of its vulnerability to smaller craft, it should not go unsupported by flak or fighter vessels.

Controlling the Turrets --------------------------------------------------

There are 4 consoles on the bridge that correspond to the turret relative to their positioning. The same correspondence takes place in the Turret Control Room behind the bridge (See the diagram screenshot). The bridge can be used for out of combat or long range combat flying. During combat, it is suggested that gunners retreat to the Turret Control, while the pilot can retreat to a secondary console in the engineering areas.

If you are flying the ship solo, you should ensure that all turret battlecannons are turned off, and the turret rotor torque is turned up to maximum. Turning the turret battlecannons off will allow you to fire the forward battlecannons under the nose of the ship without firing all the turret battlecannons as well, and causing damage to yourself. Increasing rotor torque to full on the turrets will lock them down, to minimize swaying of the turrets while you maneuver.

both of these controls you will find already linked up to the primary piloting console on the bridge.

At a turret console, you will find two controls by default:
1) remote control (control) for the respective turret
2) battlecannons (on/off) for the respective turret

When you activate the remote control, the interface will change to a preprogrammed interface for you to easily operate the turret. There are two tabs that you can switch between (< and > keys) to determine how you want to control the turret

Method 1 (tab 1) - Remote Control -----------------------------------------------

This method utilizes the remote control to control the turret's movement. This grants you more precision, but in current SE build you cannot control the turret while the ship is being piloted, or multiple gunners cannot control multiple turrets in this way - only one turret can be controlled at a time, and the ship must not be piloted

Controls:
1) camera (view) for the respective turret
2) battlecannon (on/off) for the respective turret
3) increase the rotor torque for the respective turret (decreases the turret's sensitivity to your controls. maximum setting locks the turret down)
4) decrease the rotor torque for the respective turret (increases the turret's sensitivity to your controls, suggested you do not decrease too much for fear of causing collision)
5) Fire Battlecannons (keep in mind this fires ALL active battlecannons on the entire ship)

Simply use the torque to gain your desired sensitivity level, and use the mouse to guide and fire the turret

Method 2 (tab 2) - Rotor Velocity -----------------------------------------------

This method does not gain you as much precision as method 1, however it does allow you to operate a turret while the ship is being piloted by another player, and for multiple gunners to control all 4 turrets simultaneously.

Controls:
1) Camera (View) for the respective turret
2) Battlecannon (on/off) for the respective turret
3) X - Axis Rotor for the respective turret - Increase, Decrease Velocity (move the turret to the right or to the left) Reset Velocity (Stops turret movement)
4) Y - Axis Rotor for the respective turret - Increase, Decrease Velocity (move the turret up or down) Reset Velocity (stops turret movement)
5) Fire Battlecannons (keep in mind this fires ALL active battlecannons on the entire ship)

Mods Used -----------------------------------------------

Armor Ramps
Catwalks 2.1
CSD Battlecannon
DeadTech Mess Hall Pack
Docking Ring
Eikester’s Décor I
Eikester’s Décor II
Industrial Thrusters
Kolt Command Consoles
Phoenix Branding

Some have asked about donations. Obviously you needn't feel obliged, but anything is greatly appreciated and you have my thanks!
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=9LSL72A775HBJ
19 Comments
ViccyQ 16 Sep, 2015 @ 10:22pm 
While this is a awesome looking ship, it lacks the stragic defenses needed to hold up in a fight.
dresoccer4 22 Feb, 2015 @ 12:31pm 
great mod! very cool ship design with great attention to detail on the exterior as well as interior. feels like a real ship where people work and live
Lord Commissar  [author] 3 Jan, 2015 @ 1:24pm 
for those questioning the armor of the ship, i have investigated the matter further and contacted uncleste (the maker of the heavy armor ramps) who led me to discover that this is a problem with the game itself. non deforming blocks do not react properly to explosive weaponry since the volumetric explosions update.

if you don't mind, please consider adding your voice to this topic so it gets heard and this problem is fixed for all of us. Thanks!

http://forums.keenswh.com/post/01-063-008-blast-door-weakness-as-well-as-weakness-of-other-nondeformable-blocks-7227192?pid=1285594697#post1285594697
Kevin 1 Jan, 2015 @ 7:48pm 
This is a really good mod. Highly reccomend it.
Lord Commissar  [author] 1 Jan, 2015 @ 4:12pm 
@ample the groups already exist, all you need to do is add them to the toolbar that you want. by default, i only let the pilot turn off the weapons though, otherwise gunners could wind up interfering with each other as they try to disable everyone else.

@austin please dont post the same message in more than one place... it's not a blueprint but a world. you go to your workshop tab on the main menu, select it, and hit copy & load
Lionel Polanski 1 Jan, 2015 @ 4:03pm 
Great Job. I really like this ship.
AmpleNickel4262 1 Jan, 2015 @ 2:57pm 
Also, one should always have at least 1-2 blocks of heavy armor around their critical components. Like reactors and gyroscopes. I get what you were going for, fast enough to get away if it bites off more than it can chew in a fight. But you should still increase the armor ever so slightly in critical areas. It more than makes up for the lost acceleration in my opinion and could even be compensated with another 2 engines if needed.
AmpleNickel4262 1 Jan, 2015 @ 2:55pm 
Can you not group the battle cannons to the turrets and frontal weapons? That way you can turn all groups off you don't want to fire?
Lord Commissar  [author] 1 Jan, 2015 @ 11:06am 
thanks for the feedback. i havent fully tested it, but it may be the case that the heavy armor ramps die more quickly because they get hit more often due to having a higher volume.

Still the main problem is that balance is a muti-faceted thing and armor is never the mark of a good ship alone. The role of this ship is to take on larger ones, which means it also needs the ability to get out of there when a ship is too much for it, or especially to compensate for its weakness against smaller, more maneuverable ships. in combat, one would hope that the amount of firepower from the battlecannons is enough to deter most people from a prolonged engagement with this ship.

offense, speed, and simple terror are defenses of their own ;)

admittedly, your results do show the ship is still weaker than i had hoped, so i'll keep it in mind in the future...the main problem designing is that everything is very conceptual, and most tests (both offensive and defensive) occur in ideal situations.
Jetmann 1 Jan, 2015 @ 10:32am 
Pretty good, but here is my constructive criticism for improvement purposes:

Some of the parts aren't really well defended. I tested the armor of this ship by attacking it with a small fighter craft and it shredded through the armor (8 rocket launchers, a common amount) and it destroyed one the large reactors and nearly destroyed one of the primary forward thrusters, as well as coming very close to damaging some gyroscopes. This left the ship without enough power to move forward. Improvements like spreading out and keeping critical components at and in the most well defended and armored areas of the ship is a massive advantage for the ship captain.

Things I was really fascinated by:

These cannons are wonderful, really, I love them. Great job.

The general shape, dimensions, and feel of the ship look awesome.

8/10 - Really awesome ship but needs improvements to be used in survival mode.