Space Engineers

Space Engineers

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T.N.F. Light Assault Bomber 'Vulture' Mk.III
   
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Type: Blueprint
File Size
Posted
Updated
102.650 MB
25 Oct, 2015 @ 4:14am
1 Jan, 2021 @ 11:09pm
15 Change Notes ( view )

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T.N.F. Light Assault Bomber 'Vulture' Mk.III

In 1 collection by Malmhrid
The Trans-Neptunian Fleet
36 items
Description
When a light fighter's regular 200 mm rockets can't do the required damage, fighter squadrons are reinforced by flights of Vulture light assault bombers. Its two 150 cm guided kinetic missiles are effective against soft targets such as unarmored machinery and lightly armored ships and structures. There is a chance of penetrating heavy armor, though this can not be expected. In combat operations, Vultures will therefore target the enemy ships' turrets, thrusters, windows, hangar doors, exposed components, and docked drones/small craft.

When the missiles are fired, the Vulture returns to its carrier or station to reload, a process made easy by using the bomber's repair and reload projector. Its twin gatling turrets provides some defense against enemy fighters, and can fire on pursuing enemies while the Vulture withdraws. In some low-risk situations the Vulture can utilize its turrets and rocket launchers to provide close air support.


Armaments:
● 2x Guided Kinetic Missiles
● 2x Gatling Turrets
● 2x Rocket Launchers

Combat Targets:
● Thinly armored areas
● Turrets
● Thrusters
● Hangar doors
● Exposed components
● Docked drones/small craft

Features:
● Attachment system for several types of rockets/missiles/torpedoes.
● Optically guided missiles.
● Internal projector for repair and reloading.
● Downwards-facing connector.
● Survival ready!


Known issues:
● None at the moment.

Acknowledgements:
● The rockets' firing mechanism and general design is heavily inspired by the fantastic https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=452149353 by Whiplash141.
● The radar panel uses Whip’s Turret Based Radar script by Whiplash141.
● The information screens use MMaster's LCD 2 script.
● The screen showing the planet's horizon and the ship's heading is using Whip's Artificial Horizon Redux script by Whiplash141.
● Diagnostics screen is using the Manual Refresh Floor Plan Script Mk1 by Alysius.
● The optically guided missiles’ targeting system is controlled by Whip's Optical Missile Guidance Script by Whiplash141.
● The missiles are fired using Whip's Missile Launch Script by Whiplash141.
● The rocket launchers fire single rockets only thanks to the Whip's Weapon Salvo Code, made by Whiplash141.
Popular Discussions View All (1)
3
1 Nov, 2015 @ 2:35pm
Suggestion - Multiple Torpedo Varients
rottielover
15 Comments
Malmhrid  [author] 22 Mar, 2020 @ 4:47am 
Hi, it has to do with the game treating projected blueprints as another ship. This effect is stackable, which creates enormous blueprints. I have reduced the filesize now by unloading all the projectors (except the missile reload projector).
SooperValar 21 Mar, 2020 @ 3:09pm 
Am i doing something wrong with this blueprint? in game it tells me there are 310k blocks and its a massive 440mb download.
Malmhrid  [author] 27 Mar, 2016 @ 6:00am 
@Stollie: Hey! The problem might be that the ones you build are owned by "Nobody", and it needs to be owned by you. Try to upload the Vulture's blueprint into the reloading projector again, and see if that helps!
Stollie 27 Mar, 2016 @ 5:49am 
Hey mate, love your work! One question, when I rebuild the rockets after firing them and fire them the second time, they just fall off the merge block and dont go anywhere.

Something I'm doing wrong?
Kephyr DeBlini 20 Jan, 2016 @ 8:36am 
Nice design! very efficient use of space. Also great presentation, as always, though I wish you put in a snap shot of the ship cut in half. Other than that, it's an inspiration for my own designs :)
I've gotta step up that photoshop game. Liked and subbed!
Whiplash141 1 Dec, 2015 @ 2:50am 
@Kitsune:
Personally I'd go with KE projectiles as the risk of decent point defence vaporizing my expensive missile does not please me XD

@Malmhrid:
I was cleaning my subscriptions and I just realized that you implemented my missile code! I'll be sure to give her another go and report back :)
KitsuneKas 24 Nov, 2015 @ 4:13am 
I mention it because it might be worth looking to for inspiration. Also, I actually wonder if a proximity detonation would be any good, and I'm second-guessing myself thinking it's probably not, due to the small blast radius of warheads.

Oh, for stable, scatterable explosives, a la cluster bombs...
KitsuneKas 24 Nov, 2015 @ 4:10am 
5URGE actually put out an atmospheric strike bomber that utilizes whip's script, it seems, with a warhead similar to what I was thinking about, only impact detonated rather than proximity. It proved to be rather effective when attacking the pirate base on the Earth easy start. There were a few cases where the turrets were able to detonate the warhead early, and it basically just dropped out of the sky when that happened, but it generally felt effective.
Malmhrid  [author] 24 Nov, 2015 @ 3:41am 
I agree! The only problem is the enemy's point defences, which may detonate the warhead since small grids are weak. But I can build a missile version with warheads and load it into one of the reloading projectors.
KitsuneKas 24 Nov, 2015 @ 1:12am 
I haven't tried this particular ship yet, but would it be possible to modify the torpedo with warheads and sensors for proximity detonation? I know they generally do less damage than a kinetic round, but an explosive torpedo doesn't actually have to hit to do damage, and would be more effective against more lightly armored and nimble targets that can produce enough G's to avoid, say, the Phantom's kinetic projectiles.