Space Engineers

Space Engineers

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[HS] CEU Tigershark Heavy Gunship [A][HGNS]
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
580.433 KB
22 Nov, 2015 @ 10:44am
20 Feb, 2016 @ 1:14pm
2 Change Notes ( view )

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[HS] CEU Tigershark Heavy Gunship [A][HGNS]

In 1 collection by 5URG3
[HS][A] Hyperion Systems: Atmospherics Division
24 items
Description
No Mods, No Pistons, No Rotors, Survival Ready.

Ship Details
Name: Tigershark
Class: Heavy Atmospheric Small Attack Craft
Role: Heavy Gunship
Environment: Atmosphere, Gravity Well
Crew: 1

Details
  • Mass: 91,889Kg
  • Block Count: 975
  • Length: 21.5m
  • Width: 16.5m
  • Height: 5m
  • Maximum Forward Acceleration: 14.8m/s/s
  • Maximum Upward Acceleration in 1g: 5m/s/s

Weapon & Support Systems
  • 8 x Gatling Gun
  • 6 x Sequenced Reloadable Rocket Launchers
  • 2 x Gatling Turret
  • 1 x Missile Turret
  • Oxygen Generator
  • Remote Control
  • Active ECM (Switched Wing Tip Decoys)

Description
While the Grasshopper Light Gunship provided security forces adequate firepower for light skirmishes, the CEU military required a heavier gunship for front line duty. Armed to the teeth and piloted by Grasshopper veterans, the Tigershark is now the primary Gunship of the CEU Marines. It is primarily designed to engage enemy ground vehicles and Skiffs and carries roughly twice the firepower of the Grasshopper. The Tigershark's automated turrets allow it to engage multiple small targets whilst its formidable forward facing weaponry can be concentrated on larger enemies such as Tanks. The Tigershark also features a basic ECM system that helps reduce damge from automated AA weapons while en route to its target. Despite its excellent anti-ground firepower, the Tigershark is vulnerable to enemy fighters and heavy air defence.


Notes
All Scripts by Whiplash141. You can check out his awesome work here:
https://steamhost.cn/steamcommunity_com/id/Whiplash141/myworkshopfiles/?appid=244850

I try to make all my ships suitable for use in survival PvP and I'm trying to achieve some sort of balance between vessels to allow for multiple fleet builds, if you use my ships and find a good combination or a bug/problem, let me know.
26 Comments
Zealxi 20 Feb, 2016 @ 6:59pm 
Fantastic 5URG3! I'm very excited to jump back in this ship. Thank you very much for the quick fix!
5URG3  [author] 20 Feb, 2016 @ 1:16pm 
@Tallinu, Zealxi - Gyros have been repositioned. Thanks again for the feedback.
5URG3  [author] 18 Feb, 2016 @ 1:36am 
Right fellas, going to get back to SE this weekend and this fault is top of my list :D Thanks for the feedback.
Zealxi 17 Feb, 2016 @ 8:50pm 
Confirming Tallinu, if the connector on top is destroyed, the whole thing almost implodes on itself. If this could be tweaked, this could be a very powerful ship!
Tallinu 15 Dec, 2015 @ 12:49pm 
I've discovered a pretty serious flaw. If the connector on top is destroyed, the six gyros attached to it come loose and cause explosions that take out the center of the ship, often including VTOL engines. This seems like a very vulnerable choice of blocks to mount gyros on, considering this "booby-trap" behavior.

Additionally, I couldn't find a single piece of heavy armor - not even around the nose protecting the cockpit. Considering that around 90% of my attack ship losses have involved the cockpit being shot out from under me, that seems like a bit of an oversight as well.

Aside from those issues (and the previously mentioned opinion that the tail spikes are overly long) it's still a beautiful and highly functional design, and I plan to customize a version of it to solve those problems for my own use. :)
Chabin 7 Dec, 2015 @ 9:09am 
I have a similar one my friend made for me, it reduces the reload time with 4 reloadable launchers to about 2 seconds, and fires all the missiles in about 4 seconds
5URG3  [author] 7 Dec, 2015 @ 1:42am 
@Chabin Yea, pretty much. It's Whiplash141's Weapon Sequencer Script.
Chabin 6 Dec, 2015 @ 9:17pm 
When you say that the missiles are "sequenced", does that mean you have them set to a script to manipulate when they fire to change the overall rate of fire?
Loptyeir 5 Dec, 2015 @ 10:20am 
ok
5URG3  [author] 5 Dec, 2015 @ 8:16am 
@Super mech maker Not a bad idea for future designs, but I think they would get burned on this one.