Space Engineers

Space Engineers

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T.N.F. Destroyer Class 'Phantom' Mk.III
   
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Type: Blueprint
File Size
Posted
Updated
36.122 MB
6 Sep, 2015 @ 11:28am
11 Jul, 2020 @ 9:36am
16 Change Notes ( view )

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T.N.F. Destroyer Class 'Phantom' Mk.III

In 1 collection by Malmhrid
T.N.F. Decommissioned Ships
12 items
Description
The Phantom-class destroyers are heavily armored warships designed to engage other warships of the same size in prolonged combat. It is agile for its size and weight, and can reach 104 m/s in 10 seconds by combining its thrusters and mass driver.

Its gravity railgun can cause serious damage to stationary or slow-moving targets. Phantom-class destroyers are therefore deployed on assault operations against capital warships, stations and docked spaceships. It is also well suited as a fleet escort, having the necessary toughness and weaponry to stall or destroy smaller warships.

As a general rule, the Fleet expects high casualty rates on its warships before they are abandoned. As such, the escape pod bay can evacuate only a fraction of its crew.

General characteristics:
Crew: 11
Length: 135 m
Height: 35 m
Width: 52,5 m


Armaments:
-Gravity railgun firing a 36 000 kg round at 104 m/s
-4x Missile Turrets
-6x Gatling Turrets
-8x Rocket launchers
-14x Light Turrets


Countermeasures:
-10x Fixed decoys
-2x Decoy launchers


Railgun Ammunition:



Rate of fire: 2 rounds per minute (survival)
Velocity: 104 m/s
Mass: 36 000 kg

-A sensor deactivates artificial mass after being fired in order to reduce the effectiveness of gravity shields.
-Has a closed conveyor system with an ammunition container containing enough components for an additional 9 rounds.
-For more information, download the blueprint here.


Available T.N.F. Drones:



https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=470646133




https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=470957115




https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=470234199


Features:
-Nose-mounted, gravity propelled heavy railgun.
-Damage detector which activates 'General Quarters' when the ship is damaged (script made by Deer with Beer).
-Damage shown on HUD (toggled off by default, all credit to MMaster).
-Heavy outer layer armor.
-Gravity-based Propulsion enabling the ship to reach a speed of 104 m/s in 20 seconds, without affecting the gravity within the ship.
-Jump Drives with a range of 490 km.
-Keel mounted external drone bay with attached drill drone.
-Decoy launcher.
-Cryo chambers which enables 11 crew members to enter cryosleep at the same time.
-Internal projector to aid repairs.
-Airlocks compatible with T.N.F. platforms and stations.
-Pressurized escape pod bay which seals itself before launching the pods.
-Medical room with cryo chamber.
-Refinery and assemblers with effectiveness and productivity modules.
-LCD-screens showing damage reports, ammunition status etc. (All credit goes to MMaster and his wonderful Configurable Automatic LCDs script!)
-Automatic section lockdown when a leak is detected (All thanks to Mmaster and Morphologis for their Oxygen Lockdown script!)
-Contains fuel, ammunition and components – tested in survival.


Acknowledgements:
MMaster's Configurable Automatic LCDs, Oxygen Lockdown and Show Damaged On HUD scripts.
Deer with Beer's Vitkan's Security System
Projectile design inspired by AAM Caspian-Class Frigate Mk. III Mod 3 by Whiplash141.
Detachable decoys insipired by the Kaikohuru Cruiser SR-2 by Ava.
Combat repair welders insipired by the S.S. Liberty by Goldshell.

Known issues:
If you are having trouble with friendly turrets firing on the projectile or decoy, try downloading their blueprints here and here. Then load these blueprints into the projectors.
Trying to reload the railgun or launch a decoy at high speed may cause the welders to build the decoy/projectile into the ship, jamming the gun/launcher.

In order to make the "fix jam" timer block to actually fix jams, it must be activated within 20 seconds when a malfunction occurs.
Popular Discussions View All (2)
1
13 Sep, 2015 @ 9:05am
Decoy/projectile and merge block ownership
Malmhrid
0
17 Apr, 2017 @ 1:30pm
Not seem to be able to spawn this thing atm
Katash1
52 Comments
fiji 12 Jun, 2020 @ 9:57am 
I am so glad this was updated, I remember using this ship way back. keep up the great work
Malmhrid  [author] 21 Apr, 2019 @ 2:45am 
Hey! The last game update temporarily broke the artificial mass block and space ball block. All gravity-driven creations don't work at the moment. Hopefully it will get fixed soon.
SaltyAndSour 21 Apr, 2019 @ 1:50am 
Hey, the railgun on this ship isn't firing properly. Do you have any idea how to fix this? Thanks!
Megakole 29 Jul, 2018 @ 9:12pm 
does anyone have an idea as how to fix building this in survival when i do all the toolbar buttons get reset
Malmhrid  [author] 19 Oct, 2017 @ 2:54am 
Hi! I haven't touched this in two years, and I guess most of the features don't work anymore. I'll take a look at it and renew it when I find the time.
Phoenix 17 Oct, 2017 @ 1:17pm 
great ship but for me the escape pods dont work i hit 1 and nothing happens and it says this is not the main cockpit
Sjt.Yuri 4 Oct, 2017 @ 6:10pm 
Is the gravity railgun supposed to fire automatically or?
Fortuna 19 Jan, 2017 @ 9:48am 
um, the escpe pods dont work? I press 1 and nothing happens, it just says "this isnt the main cockpit"
Malmhrid  [author] 25 Dec, 2015 @ 7:56am 
@Pann Mann: Of course! Sounds exciting, go ahead :)
MadnessTA 25 Dec, 2015 @ 4:15am 
Hey, is it alright if I use this ship in a workshop project I'm making? I am building a world designed to be explored by players. Most of the stuff in the world is built by me, but I wanted to add this ship as I use it in survival and really like it. It would be the super cool prize of finding a secret hidden military base :)