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TVSI IX1-52 Dragonclaw II Interceptor
   
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Type: Blueprint
File Size
Posted
1.762 MB
1 Jan, 2016 @ 11:26pm
1 Change Note ( view )

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TVSI IX1-52 Dragonclaw II Interceptor

In 1 collection by Tristavius
Tristavian Shipyards Inc
21 items
Description
Tristavian Shipyards Inc: IX1-52 ‘Dragonclaw II’ Interceptor
Modding: Light
Revision: 0
Date: 02/01/2016
Version: 01.115

Note that this is a blueprint version.

Forum thread http://forums.keenswh.com/post/tristavian-shipyard-inc-6997264?trail=15



None



The original Dragonclaw has been the most prolific fighter used on TVSI ships since joining the Republic. Favoring numerical superiority and speed over the often much larger single man craft of other factions, Dragonclaw pilots need a superb understanding of ‘Newtonian style’ flying to take full advantage of their ship. Although retirement of the design was considered in 2101 in favor of the heavier HF-227 it was decided instead to update the design.

Equipped with 4 Gatling guns controlled by the sole pilot, the IX1-52 is above all else a dogfighter, lacking the heavier weapons needed to damage larger ships. Able to fit in and launch from any TVSI 4/2 Standard hangar, Dragonclaws are seen with most TVSI fleets. A relatively low ventral thrust does not allow for close proximity to planetary bodies above 0.2G, though theoretically the superb forward thrust would allow for vertical escape of most non-atmospheric bodies.



Armor Thrusters (Darth Biomech)
Landing Gear Small (FreddyKrug)



TVSI IX1-52 Dragonclaw II Interceptor



02/01/2016: Rev 0: Initial Release
6 Comments
Wheats 13 Dec, 2019 @ 5:00pm 
landing gear dead mod
chelseaflowerhoe 8 Jun, 2016 @ 11:04pm 
Thanks!
Will join forums.
Tristavius  [author] 8 Jun, 2016 @ 8:45pm 
I'm on a bit of a break right now (always get a big bored during the bug-stomping phases) but I had a few projects prior to that. Firstly, all ships were getting up to full modern standards (oxygen etc), there was a major overhaul of the Osiris, a new cruiser sized light carrier about 75% complete and a battleship sized carrier about 90% complete.

Not sure if you're on the forums; if not, you may not have seen this, which shows the current ships in our build group (up to early this year anyway; there's a couple since that haven't been added).

http://www.tvsi.engineering/se/chart/
chelseaflowerhoe 8 Jun, 2016 @ 11:09am 
@Tristavius Thanks so much. Will have to experiment with that. BTW love your work especially on the smaller corvettes and stuff. Do you have plans for any larger (Battlecruiser-sized) ships? What would you say is the heart of any good TVSI fleet?
Thanks,
TGV Oscar.
Tristavius  [author] 7 Jun, 2016 @ 10:35pm 
For hit and run damage it's got to be missile launchers! Gatling guns (quite rightly) just don't have the same damage output. Reloadable missile launchers of course have their advantages but they are heavy and by the time you put in the necessary connections make a ship even larger and heavier. If you just want to get in and out, standard launchers all the way.

Currently the game has inbuilt limitations regarding jump drives - the distance you arrive from the target being the most notable for preventing close range incursions and the activation time being the preventative for hit and run escape. Modders can however access the charge mechanics and max range mechanics potentially allowing for a very rapid recharge short range jump drive but it would still have the other hard coded limitations.
chelseaflowerhoe 7 Jun, 2016 @ 12:06pm 
Hey, Tristavius, could you possibly consider building a tiny hit-and-run ship that does a sh*t-ton of damage in a very short amount of time then warps away? Also having a rapid blink warp drive would be cool. Just being like "Ha he's so far away!" *Blam* *Blam* *Blam* "Help us (Insert screaming here)".