Space Engineers

Space Engineers

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AAM Caspian-Class Frigate Mk. III Mod 3
   
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Type: Blueprint
File Size
Posted
Updated
2.224 MB
9 May, 2015 @ 6:20pm
9 May, 2015 @ 6:40pm
2 Change Notes ( view )

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AAM Caspian-Class Frigate Mk. III Mod 3

Description
AAM Caspian-Class Frigate Mk. III Mod 3
This ship uses no mods and is survival and oxygen ready!

This is my modification of Dwarf-Lord Pangolin’s Caspian-Class Frigate!
Get his original ship HERE!

Specifications
Mass: 6 886 977 kg
Acceleration: 3.85 m/s/s
Gyroscopes: 38 [+1 on torpedo]
Powerplant: 270 MW [+80 MW in batteries]
Dimensions: 182.5 m | 70 m | 37.5 m (including the antennas)
Armament: Gravitic Torpedo Cannon | 18 Gatling Turrets | 8 Missile Turrets | 6 CIWS Turrets | 6 Rocket Launchers


Main Features
  • Projector-based Torpedo Cannon: The Caspian can launch thirty three [33] torpedoes before her main gun ammunition is expended (in survival mode). All torpedoes are shield piercing and gyro stabilized for maximum effectiveness.

  • Survival Ready: Ship is stocked with uranium, oxygen, and ammunition. The caspian is fully functional in survival. See Survival Timer Setup section.

  • One-button Fire System: Torpedoes are constructed and fired automatically at the press of one button (the [1] key on the ship toolbar)

  • Automatic Door Closing Script: Uses a slightly modified script of mine to close individual doors 3 seconds after they were last open.

  • Airlock Safety Mechanism: Using the above script, the ship will not permit you to open both airlock doors at the same time. This prevents accidental decompression!

  • Reinforced Firing Chamber: Firing chamber is made almost entirely of blast door blocks. This eliminates the possibility of the torpedoes damaging the firing chamber during the fire sequence.

  • Reverse Thrust Cluster: Allows the pilot to toggle on/off all thrusters that slow forward motion and make for some interesting maneuvers.

  • Airtight Hangar: Hangar is now airtight! No need to worry about those old piston based doors exploding for no reason!

Survival Timer Setup
You will need to change the reload time based upon what game mode you are playing. To modify the firing system change the execution time of Timer 4 - Weld to the following:
  • Welder "Realistic" ------------ 5 Seconds
  • Welder "x2" -------------------- 3 Seconds
  • Welder "x5" -------------------- 1 Seconds
  • Welder in Creative Mode --- 2 Seconds

    As you can see, the Caspian's role can change dramatically based upon the game settings!
Toolbar Layout
Toolbar 1:
  1. Trigger Firing Sequence
  2. Targeting Camera – Center
  3. Rocket Launchers
  4. Reverse Thrust Cluster
  5. [Empty]
  6. All Turrets Toggle On/Off
  7. Hangar Door Open/Close
  8. Air Vents Depressurize On/Off
  9. Batteries Recharge On/Off

Toolbar 2:
  1. Trigger Firing Sequence
  2. Targeting Camera – Center
  3. Targeting Camera – Stbd 1
  4. Targeting Camera – Port 1
  5. Targeting Camera – Stbd 2
  6. Targeting Camera – Port 2
Toolbar 3:
  1. CIWS Turrets On/Off
  2. Gatling Turrets On/Off
  3. Missile Turrets On/Off
  4. Interior Turrets On/Off
  5. [Empty]
  6. Exterior Navigation Lights On/Off
  7. Projector Repair System On/Off


If you have any questions/concerns/suggestions feel free to post them :D
-Whiplash141
10 Comments
Boot2Th3Head 26 Jun, 2017 @ 11:17pm 
If anybody is still wondering, the main gun fire sequence isn't working because the Projector offset does not match with the welders for the rounds. Change the forward offset to 6, and it should work. At least that's what did it for me.
Sapphire 3 Apr, 2016 @ 8:02am 
@Whiplash141 can you tell me when you fix it
Whiplash141  [author] 1 Apr, 2016 @ 5:30pm 
@Noah: I'll check up on that
Sapphire 1 Apr, 2016 @ 5:17pm 
the fire sequence doesn't work
Whiplash141  [author] 4 Jun, 2015 @ 8:48pm 
Are you referring to increasint the projectile velocity? I would add more gravgens
mecra 4 Jun, 2015 @ 8:38pm 
Thanks for the info. How would you recommend increasing the velocity on this ship? Rumer has it that the default speed will increase to 1k when planets come out. Thanks!
Whiplash141  [author] 3 Jun, 2015 @ 2:38pm 
The projectile easily reaches 104.4 m/s. This particular version hits 137.9 m/s max speed from a stationary position with speed mods enabled :)
mecra 3 Jun, 2015 @ 7:59am 
Thanks for the info. Just curious, do you know how fast the projectile gets from your launcher? We're considering a speed mod and I just want ot know if it will hit max speed.
Whiplash141  [author] 20 May, 2015 @ 3:13pm 
You could cut out the torpedo, add a warhead, and make a new blueprint, then use the on-board torpedo projector to switch the ammo to this new projectile. :)

Important notes:
- The ammo reserves are designed for my kinetic design and as such, will not be able to weld explosives. Search "Magazine" in the terminal and browse until you find the main gun mag to alter the contents.
- Turreted vessels will easily intercept warheads and destroy said projectile before it reaches the target. Kinetic projectiles do not carry this risk and will withstand flak much better.
mecra 19 May, 2015 @ 7:19am 
How would one go about adding explosives to the gravity gun ammo?