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Space Engineers

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'Kirov' Class Battlecruiser [OBSOLETE]
   
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Type: Blueprint
File Size
Posted
1.058 MB
2 Jul, 2016 @ 9:46am
1 Change Note ( view )

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'Kirov' Class Battlecruiser [OBSOLETE]

Description
See "Daenerys" from my workshop page for a working system that is far more advanced.

VANILLA - NO MODS. Multiplayer survival PVP tested and approved. Only 6 welders, no rotors, no pistons, no clang or insanity.

-9196 Blocks [1260 Non-armor]
-16 Missile Turrets
-10 Interior Turrets
-68 Thrusters [Ion/Hydro]
-1 Assembler
-1 Refinery
-2 Medical Bay
-2 Cryo Tube
-1,191,758 Triangles
-Mass when full of material, as in blueprint: 30,127,728
-Mass when empty: 17,953,988
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-Best used with clear glass/clear camera mods, optional.
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The 'Kirov' Battlecruiser is named for the 21st Century Russian warship of the same name and fleet role: https://en.wikipedia.org/wiki/Kirov-class_battlecruiser

Intended to be hidden in deep space and operate without fleet support or resupply, far from friendly bases, the Kirov provides friendly factions with the ability to guarentee Mutually Assured Destruction to anyone who strikes your main base. Should you be destroyed, the Kirov can be powered up from slumber to deliver retirbution to your foes. This is the Space-equivelant of a nuclear missile submarine.

Sporting sophisticated fire and forget self guided missiles, a 19G gravity shield, two-direction gravity drive, and the finest programs, vanilla radar, and scripts the Empire can devise, the Kirov is a fearsome opponent in any fleet engagement. She has been designed with stealth in mind; with clean lines and no external cockpit or thrusters, she can be painted black to blend in with the night. Powering off the faux-thruster lights and external lighting, she enters combat mode and is nearly invisible against the blackness of space.

The Kirov has also been designed to take severe damage, with all vital systems contained internally - thrusters included. Two blast-block bulkheads, between the Torp Bay and Main Cockpit, and directly in front of engineering, prevent superweapons and impacts from penetrating deeply. Most of the ship is aesthetic and ablative armor and air-gapping, with vital systems contained entirely in Engineering. Fired at with its own torpedo's head-on and with the Kirov's gravity shield OFF, the Kirov was able to survive 16 of its own torpedo's head-on, before Engineering and vital systems began to take damage.

Additionally, the Kirov is compartmentalized and pressurized individually, with each chamber self-contained. Even after taking heavy damage, individual compartments within the Kirov will remain habitable, protecting crew from asphyxiation.

The Kirov has an effective range between 1km and 20km [or render range], and a possible range up to 100KM if target coordinates are known, the Kirov has the ability to strike from over the horizon, dropping a string of self-guided anti-capital ship torpedo's and jumping out before the first has impacted. 1-2 torpedo's will destroy most ships.

Finally, the Kirov features a fleet of large-grid utility ships, printable from its welder bay. Links at bottom.

This is the deadliest survival/,multiplayer safe workshop creation I have ever encountered or created. Use with care.
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With its gravity shield on, the Kirov was able to survive a direct head-on hit by the massive gravity cargo cannon in the youtube link here: https://youtu.be/qkJxicAvEkk, with mininal damage. 15 seconds of repair with its own torpedo bay welders, and the Kirov was able to fire once more. Note that this monstrous creation firing in the linked video is creative-only; it is filled with a planet-sized amount of Platinum. Gravity cannon by AWG: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=684348705
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Layout [Front to Back]:
Deck 3/Top Deck: Torpedo Bay, main cockpit, command and control
Deck 2/Middle Deck: Main medical bay, secondary medical bay and cockpit, Engineering [note: Engineering is kept depressurized and without gravity, but this is optional.]
Deck 1/Bottom Deck: Starboard and Port Airlocks, Crew Quarters.
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Notes:
1) I keep the hydro thrusters off and just use ion and grav drive, when not in combat. Turn off dampeners when using gravity drive.

2) Alysius has many videos and instructions on his missile scripts and how to use them.

3) There are three 'tabs' on the flight seats, each with different buttons. One is dedicated to the torpedo firing timers. Edit the two fire timers based on your servers weld speed.

4) If you load the self-repair projector with its own blueprint, this will no longer load properly in projector and elsewhere, especially on dedicated server. Applies to all ships in SE of a certain size. The projector BP counts as an added grid with same number of blocks. Kirov is 9K blocks, so with self repair projector loaded...18K blocks. No good for multiplayer!

5) When firing, BE STATIONARY AND DO NOT MOVE THE SHIP. Aim 'off-bore' or to the side of the target you want to shoot. Once the missile clears the tube and the torpedo bay projector has finished printing its new torpedo/turns off, aim in at the target. You may need to wave the targeting camera over the target a bit, as a SE bug has the center of the camera placed incorrectly in relation to the camera's targeting pip. The missile will follow your camera, until it locks on. When the missile stops reacting to your ships camera movement, it is locked. At this time, you may fire again; or jump out.

6) If you do it wrong, the torpedo will lock on to the projection of the torpedo on the Kirov itself, and return to sender. If you see a torpedo coming right at you, quick-fire another torpedo at the incoming torpedo. It will intercept and save you. If you do take a torpedo to the face, the Kirov has been designed to handle the misfire with minimal damage. Use its torpedo bay welders and self repair projector to fix the damage.

7) Grids near other grids, or near asteroids, are tough to target. You will want to just use the camera wire-guided mode, rather than the missiles self guided mode. This mode is also useful for targeting specific parts of stationary targets.

8) Recompile program blocks before using/after changing ownership.

9) Do not leave space scanner running. NOT D.S. server friendly.
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Scripts used:

Alysius Guided Missile Script: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=688803417

Alysius Launch Control Script: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=691441036

ZerothAngel's Warship Manager: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=660428854

Taledan's TIM Inventory Management: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=546825757

Innoble's Space Scanner [Note: This will harm D.S. sim speed; power off program block and deactivate after using!]:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=579825254

The other scripts do not have public links or were custom for the ship.

Firing instructions can be found in the description of Alysius Guided Missile Script.

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Printable from 'Kirov' Torpedo Bay:

'Kirov' Torpedo blueprint: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=715789981
'Kirov' Planet-Orbit Lander Skiff Blueprint: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=715884252
'Kirov' Communications Relay Satellite: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=715885404
'Kirov' Drill skiff: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=715883488
'Kirov' Welder skiff: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=715884677
'Kirov' Grinder skiff: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=715883901
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COMING SOON: ORBITAL STRIKE CAPABILITY
44 Comments
FPC  [author] 4 Jan, 2017 @ 1:41pm 
The torpedos are currently broken due to game changes. This ship and its torpedo's are undergoing a modernization refit. Ship will soon function again, with additional functionality such as a gravity drive script to integrate it seemlessly with the thrusters.
FPC  [author] 20 Jul, 2016 @ 8:49am 
Any time!

Note, this has severely degraded function in Dev branch. Once Stable Branch gets the API update I will work to update the various scripts.
Marziopan 20 Jul, 2016 @ 7:33am 
Thanx :)
FPC  [author] 20 Jul, 2016 @ 5:32am 
If I recall launch manager arguments are MODE:0 MODE:1 etc
Marziopan 20 Jul, 2016 @ 4:25am 
Hey, nice ship! What are the arguments in the timers used to switch between homing missile modes?
overwerk 10 Jul, 2016 @ 9:14am 
why al the timers don't work, i don't know how to use the scaner, or how to lock thing, even if i use alyseum scripts on my builds
FPC  [author] 10 Jul, 2016 @ 8:03am 
That is correct. I will be re-uploading with a new steam ID number, once it goes stable and I get her back in ship shape. Try it in stable branch for now.
overwerk 10 Jul, 2016 @ 7:29am 
i think it is beacause the scripts don't work in dev branch, there is compilations erors when i try to recompile.
FPC  [author] 9 Jul, 2016 @ 4:05pm 
I believe many of the timers are off by default. Make sure all timers on, PB on, and PB are recompiled after ownership set. Then load the projector with the torpedo, and off you go.
overwerk 9 Jul, 2016 @ 4:02pm 
can you upload a video tutorial of the fonctionalityes of the ship, the timers seep to do nothing for me