Space Engineers

Space Engineers

320 ratings
[AAi] PS Flante - H2020
   
Award
Favorite
Favorited
Unfavorite
Type: Blueprint
File Size
Posted
Updated
1.372 MB
7 Dec, 2015 @ 12:45pm
11 Dec, 2015 @ 8:16am
3 Change Notes ( view )

Subscribe to download
[AAi] PS Flante - H2020

In 1 collection by CONS
[AAi] Planet Systems division
5 items
Description
INTRODUCTION
An athmospheric bomber with a reloadable guided missiles system (12 missiles total in survival), 1 bait-decoy missile and detachable power/storage module. No mods.
Fourth release of the Planet Systems (PS) Heart-like (H) division of the Ad Astra Industries.
The PS "Flante" H class 2 heavy bomber, registration number 020 is the spearhead of it's small ships athmospheric fleet.
Built to WORK on inventory x10, 1g gravity earthlike planet with an oxygen rich athmosphere






To manage the powermodule I suggest to use PS Lifter




Special thanks
To 5URG3 that helped me to configure some things of the PS Flante. His CEU Tarantula was the first ever small ship with guided missile published on the workshop.
To Whiplash141 for it's amazing scripts and also for a tiny script that is fundamental to the perfect usability of the missiles.

SCRIPTS USED - for any issue "start timers" at the beginning (tab 2 buttons 8 & 9)
Whip's missile guidance script
Whip's weapon sequencer
MMASTER Automatic LCD

BACKGROUND
“Buy when there’s blood in the streets, even if the blood is your own.” - Baron Rotschild
Since the Martian War AAi wanted to build it's first colony.
Even if Europa was an objective of the The Ceresian Alliance [CRSA], it's missing private military fleet needed to protect that so distant colony discouraged founders to choose the Jupiter moon as first attempt.
To start it's own internal economic cycle the Hebe asteroid was the second choice. It's particular orbit granted (with it's two opposite maximum distances) to meet both Mars and the depth of the Belt. Commercially strategic, on the year 2090 many cargo ships couried materials and personnel to create first a military installation.
Thanks to Hebe high bulk density the military outpost "Morgana" have been built 500m under the surface. As a matter of fact the vision of the AAi founder was that within 10 years the first orbital weapons would enter into service, to survive those devastating kind of attacks modern military outposts had to be built under the surface to survive.
High hybrid capacitors of magnetic/force fields allowed a very vast area of the surface to be terraformed while underneath immense hangars took place of the pure chondrites rocks.
The "Morgana" outpost become active early on 2093. First civilian installments are actually being built parallel to a growing spaceport. The colony is currently under construction.
Now that Phoenix republic is in war with the Ceresian Alliance even if Hebe is far enough from the main conflict (Europa) the first fleets of PS Flante came into service to Morgana. Supported by the lighter PS Matsuba this small ships pack is capable to stand up versus corvette ship class thanks to it's devastating missiles. Everything enters Hebe immense biodomes have to face first this AAi athmospheric military fleet and the military outpost defenses.


PS FLANTE - SURVIVAL

Printing it
Even if printing it requires a not so cheap amount of materials it will be many many times less expensive than crafting a large ship corvette. And it's Platinum free.
To print it, you must detach all the parts from the main hull and save them as separate blueprint.
Once printed everything attach the powemodule to the main ship, and once materials are stored in the powermodule you can craft directly from the ship the first two missiles.
That's why the powermodule is loaded with 12 missiles. Because for the sake of a bit of realism, the first two missiles should be printed by the ship itself... BUT I thought that it would be inconvenient to publish separately missiles, powermodule, hull and then again the whole blueprint explaining what to do, how and when (because you know, the projector on the ship is just 1 and it must load the whole ship with the missile attached to print the missiles in turn ...not to mention for repair purposes).
So here you get anything in one blueprint and if you like to craft it in surivival, the ship is ready also for that.

Batteries
Batteries... since the "powermodule" is a living thing separated by the ship, it have hidden timers also from when it's detached from the PS Flante because recharging.
The ship have 80 minutes of autonomy granted by two clusters of 9 batteries each. The switching between the two clusers can be done while in flight (check controls, tab 2)
Hidden in the K menu there are two other timers you can use when attached outside the ship for recharging.
A block put all the batteries in status "recharge".
A block put all the batteries divided again by clusters and makes ready the powermodule to be loaded into a PS Flante. The power status of the two clusters is well exposed into the in-cockpit LCD's (left).

PS FLANTE - DETAILS
DX11 ready - Survival ready - Vanilla (no mods, no rotors, no pistons)

BASE STATS
Every ship is always released at full load
(inventory size x10 as by default Survival configuration)


I think that faking on weight (with empty containers) when releasing a ship on the workshop betray user expectations, because of that by now on, all my ships manouverability is balanced always with it's containers full or closer to (by ammo or things contextual to the product). So what you get is exactly what's you are going to use at it's maximum capabilities.
  • Blocks: 2.206
  • Grid mass: 288.585,25 kg (at full load)

DIMENSIONS
  • Lenght: 23 m
  • Height: 9 m
  • Width: 16,5 m

ARMAMENT
  • 12 reloadable guided missiles model PA Kobe - M1010
  • 1 PA Bait-decoy unmanned missile
  • 2 Rocket launchers
  • 6 Gatling guns

STORAGE, POWER & LIFE SUPPORT
      Powermodule
    • 2 medium cargo containers (loaded with materials able to print 12 PA Kobe missiles)
    • 19 batteries (divided in two clusters of 9 each wich can be switched via cockpit + 1 idle battery)
    • 1 detachable bait-decoy missile
  • 1 medium cargo container (loaded with 280 200mm rocket containers and 1000 25x184NATO projectile containers)
  • various timers (no groups in K config, due to multiple merge blocks)
  • various programmable blocks
  • Projector (for repairing and for printing missiles)
  • Remote control (for Whip's missile guidance script)
  • Connector
  • Camera Connector
  • 2x frontfacing Cameras

Suggested mod for better fps and aesthetycs:
Lordchicken: No edges


Ok that's it... if there is something you don't understand, just ask (I'm not english speaking, so sorry of any typo or mispelled argument)
137 Comments
CONS  [author] 19 Sep, 2016 @ 2:25am 
I'm Sorry mate, as said before this ship is really outdated and actually that's It. It was an experiment that now it's almost 1 year old.
NetcodeNOOB 18 Sep, 2016 @ 12:20pm 
i need help, eberytime i launch 1 set of kobe missiles, and try to rebuild them they just keep on building the merge block and fall off i need help plz. also need help on the main weapon, the timer doesnt work, im a complete noob
Strážmistr 12 Aug, 2016 @ 10:43pm 
Ok, thanks.
CONS  [author] 12 Aug, 2016 @ 8:54am 
It's very outdated, I think you should update and test all the script's.
Strážmistr 12 Aug, 2016 @ 4:21am 
Great idea, i just had to subscribe :-)
CONS  [author] 18 Jul, 2016 @ 9:29am 
Sure, np for me :)
kingcavespider1 16 Jul, 2016 @ 6:43pm 
could I upload a version that has homing misiles. i would leave a link to the original.
Askan Helstroem 23 Mar, 2016 @ 3:08am 
yeah it's sad...and the function of the gravity generator is hardcoded so it's not so easy tomake them work on planets...but a modder did it by mistake...and he updated it so even with his mod it doesn't work on planets anymore -.-'
CONS  [author] 23 Mar, 2016 @ 2:24am 
Oh damn... Sorry I was only building in space lately and I missed the point. :p
Askan Helstroem 22 Mar, 2016 @ 3:29pm 
oh Troz...my problem was that u can't place gravityguns on a planet :P
My Orbital Gravity Gun works fine, and can blow up any target in a distance of +20klicks ;)

but i prefer it as a satalite...
the long range is nice, but ships should fight close combat. only 1-3 klicks in distance i think.