Space Engineers

Space Engineers

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T.N.F. Frigate Class 'Trespasser' Mk.III
   
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Type: Blueprint
File Size
Posted
Updated
88.583 MB
21 Jul, 2016 @ 3:16am
1 Jan, 2021 @ 4:42pm
21 Change Notes ( view )

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T.N.F. Frigate Class 'Trespasser' Mk.III

In 1 collection by Malmhrid
The Trans-Neptunian Fleet
36 items
Description
The 'Trespasser' frigate class is a lightly armored and moderately armed warship with a hybrid thruster setup, enabling it to enter, fight in, and leave the atmosphere of a planet. Although the combat doctrines of the Trans-Neptunian Fleet is firmly centered on fighting in the vacuum of space, the need for warships that could follow and support the Fleet's strike carriers, both in space and in an atmosphere, soon became apparent. In order for the 'Trespasser'-class to have this ability, the hull armor thickness is reduced to lower its mass, and the three different types of thrusters take up room usually reserved for the various weapons systems and countermeasures seen in other T.N.F. warships.

To mitigate this reduced hull integrity and firepower, the 'Trespasser' is fitted with two automated heavy rocket launcher turrets, greatly increasing the destructiveness of the standard 200 mm rockets by firing them in barrages at a high rate.

The 'Trespasser'-class is equipped with a small hangar capable of carrying small spacecraft or drones. Its standard craft is the 'Ghost' dropship, and although the frigate does not have room for Strike Infantry teams, the dropship is used for gunship strikes against soft targets, and for landing the ship's crew on a planet surface or for transportation between ships.


Atmospheric entry:
▪ When entering a planet’s gravity pull from space, level the 'Trespasser' with the planet’s horizon, shut down its inertia dampeners, and let it free fall to the surface.
▪ When at 10 000 m, turn on all thruster types, engage the inertia dampeners, and the ship will slow down and stop completely at around 3 000-3 500 m, depending on the planet’s size and gravity.

Atmospheric launch:
▪ Turn on all thruster types, angle the frigate at 45° over the planet’s horizon, and engage full upward and forward thrust (upward thrust alone is not enough).
▪ Keep thrusters at full burn, and presently you may turn of the hydrogen and atmospheric thrusters when the ion thrusters deliver enough thrust.

General characteristics:
▪ Crew: 5 Crew/Officers + 2 Dropship Pilots
▪ Length: 127,5 m
▪ Width: 62,5 m
▪ Height: 30 m

Armaments:
▪ 12x 5,56mm Turrets
▪ 7x 25mm Gatling Turrets
▪ 2x 200mm Missile Turrets
▪ 2x 200mm Heavy Rocket Launcher Turrets

Countermeasures:
▪ 4x Fixed Decoys in the frontal armor

Hangar Capacity:
▪ 1x 'Ghost' Dropship

Features:
▪ Capable of atmospheric launch and re-entry.
▪ LCD-screens showing damage reports, ammunition status etc. (All credit goes to MMaster and his wonderful Configurable Automatic LCDs script!)
▪ Automatic section lockdown when a leak is detected (All thanks to Mmaster and Morphologis for their Oxygen Lockdown script!)
▪ Hybrid ion/atmospheric/hydrogen propulsion, capable of combat in space and on planets with atmospheres and high gravity.
▪ Two Jump Drives with a maximum range of 1 280 km.
▪ Automated heavy rocket launcher turrets.
▪ Internal projector to aid ship repairs.
▪ Airlock compatible with T.N.F. platforms and stations.
▪ Small craft/drone hangar with one planetary dropship.
▪ Solar panels and oxygen farms for prolonged independent operations.
▪ Contains fuel, ammunition and components – tested in survival.


Known Issues:
▪ None at the moment.


Acknowledgements:
▪ 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 ship's heading is using Whip's Artificial Horizon Redux script by Whiplash141.
▪ Diagnostics screen is using the SIMPL|Ship Integrity Monitoring Program Lite script by Whiplash141.
▪ The main turrets’ targeting system is controlled by Whip's Turret AI Slaving Script by Whiplash141.
26 Comments
omni 14 Jun, 2022 @ 7:19am 
so its not that the are not Effective it is that they are only Effective if you Pin Point a Turret to take down
omni 13 Jun, 2022 @ 11:55pm 
Very Nice Ship and missiles Are Very Easy to Use only thing is that the Kinetic Missiles are not very Effective but it is possible that it is do to me Using the The Aerodynamic Physics mod and it is causing them to go way to Slow to do Damage
Raggje 23 Jun, 2021 @ 8:07am 
Quick question: I have had some clan issues when i foc using teh merge connector. It CLANG's the missles in the front. I usually have to do some repairs once it is docked and lose both missles they break off. Any thoughts

I have tried 2 or three of your other big ships and they work fine. I am using Charlie II station
Malmhrid  [author] 22 Jan, 2020 @ 4:00am 
It looks to me like that is the new definition as well, and I think I will stop using it as it was originally understood. It is a relic from a time were many workshop builds were built for creative only, and would plummet to the ground if used in survival.
Silhouette 22 Jan, 2020 @ 3:18am 
I see. I've always seen it used to indicate a ship that can be created via survival means, such as via projectors, and specifically not via creative or admin commands.
Malmhrid  [author] 22 Jan, 2020 @ 3:03am 
It is "Survival Ready" as it is (or apparantly was, for some) commonly understood to mean that the reactors have uranium, the containers have components, and the conveyor system works. I.e., if pasted into a survival game, it will work as intended.
Silhouette 22 Jan, 2020 @ 2:43am 
This is marked as survival ready, but appears to have multi-grids, according to errors when loaded by the projector.
Malmhrid  [author] 21 Nov, 2019 @ 10:26am 
Oh! Download Whiplash141's image converter (https://github.com/Whiplash141/Whips-Image-Converter/blob/master/README.md) , and use that to convert your image into monoscript, and paste that into the LCDs as text. Simply make and convert a different image than the one I used. This is how I place "custom" images on the various bridge screens etc. by the way.
GamersCircle 20 Nov, 2019 @ 5:27pm 
I am sorry, I was referring to the LCD on the outside of the ship.
Malmhrid  [author] 20 Nov, 2019 @ 10:56am 
Thank you, glad you like the ship! Open the control panel from somewhere on your ship, go to the "Info" tab, and then change the name under "Grid Name:" before pressing "OK".