Space Engineers

Space Engineers

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PFS - B - Spitfire - B - Bomber
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
1.464 MB
8 Aug, 2016 @ 8:10pm
31 May, 2017 @ 9:50am
4 Change Notes ( view )

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PFS - B - Spitfire - B - Bomber

In 1 collection by Lord Commissar
Phoenix Fleet Systems
34 items
Description
Vanilla, Survival Friendly

Update 31/5/17 - Added Whip's rotor thruster script. it is now no longer necessary to micro-manage the main thrust by pressing "1". The thrusters are now linked to the W key instead, and the craft flies like any other. Also added Naval logos

Check Out the Fighter Variant Here

Spitfire Strike Fighter

Mass: 121,476 kg (With Missiles), 73,632 kg (Empty)
Length: 33m (Wingspan, full spread)
Acceleration: 16.7 m/s^2 (With Missiles), 27.6 m/s^2 (Empty)
Connectors: 1 (Dorsal)
Cargo: 1 Medium Container
Batteries: 10
Weapons: 6 Gatling Guns, 2 Gatling Turrets, 6 KITE Missiles

Crew: 2
1 Pilot, 1 Co-Pilot/Gunner

Description

Seeing the Spitfire's wide wingspan as the perfect platform for guided missiles, PFS set about designing a variant that would accomodate such hardware. The Spitfire B trades out the A variant's automated defenses, rockets, and cargo capacity for a more centralized power supply in the main body. This leaves the wings open to have built in hardpoints for six KITE Missiles.

The KITE (Kinetic Impact Timed Explosive) Missile was designed to inflict maximum damage to enemy craft by piecing through their hulls and then detonating inside to blow them apart and ignite oxygen before it fully dissipated into the space beyond. Although the latter effect is seen as overkill by some, the KITE's kinetic damage output makes it a very popular choice, and it is cheaper than former guided missile designs.

The Spitfire-B has two seats, with a gunner being able to target missiles with the ship's automated turret. This allows the pilot to focus on flight or evading enemy craft, while the gunner can steer missiles towards their target, even if it is directly behind the ship.

User Manual - Read This or Your Wings Will Explode

Wings/Flight

It is of extreme importance that you always lock your wings before moving the ship. This can be done via tab 1, button 4, as seen below. Obviously, you'll need to unlock the wings any time you want to change their position. The wings are also set to automatically lock once you reach over 10 m/s. This is a convenience zone so you can move them while docking with a carrier. However, you should always lock the wings down BEFORE activating the wing thrusters, or your ship will pitch forward and possibly break in the first 10 m/s of acceleration.

Missiles

Fire the missiles from tab 3 in the pilot's seat, or tab 1 in the gunner's seat. Do not fire the missiles in swarms, as this lessens the damage output, and can also cause them to detonate prematurely. For best damage, it is recommended you spread out your impacts rather than focus them, and aim for flat surfaces when possible.

The missiles can be steered using the gatling turret marked "Shooter Reference", which is button 8 on the missile control tab. If you prefer to guide the missiles using the cameras, you can either make sure the turret is facing directly forward and steer using the ship itself, or you can remove the "Shooter" name from the turret, and replace the remote control marked "Backup Reference" with "Shooter Reference". Doing so will cause the missiles to ignore the turret, and follow the remote control, so you can guide the missiles using the ship body instead of the turret. However, this feature does not work well in MP with SE's current build, so it is recommended you use the turret instead.

KNOWN ISSUES:

1) The wings do not always move when you are sitting still, even when you take the lock off. This is usually fixed by simply nudging the ship in any direction. The wings tend to work fine once the missiles have been depleted.

2) When pasting the missiles onto the ship, make sure you unlock the wings so that they do not count as all one piece. This will allow the missiles to snap to the grid of the wing rather than the central body.



Tab 1 - Flight Controls

  1. N/A
  2. Gatling Guns
  3. Wings Lock/Unlock
  4. Wings Deploy/Undeploy
  5. Lights On/Off



Tab 2 - Docking Controls

  1. Left Cockpit Camera
  2. Right Cockpit Camera
  3. Docking Camera
  4. Open Port Hangar 4
  5. Connector Lock/Unlock
  6. Batteries On/Off
  7. Battery Recharge On/Off



Tab 3 - Missile Controls - Also Tab 1 for Gunner's Seat

  1. Fire Missile 1
  2. Fire Missile 2
  3. Fire Missile 3
  4. Fire Missile 4
  5. Fire Missile 5
  6. Fire Missile 6
  7. Targetting Turret On/Off
  8. Control Targetting Turret



Scripts
Whiplash141 - Optical Missile Guidance Script, Rotor Thruster Manager

Misc
Interested in learning about the lore behind these ships?
6 Comments
Lord Commissar  [author] 23 Feb, 2018 @ 2:37pm 
probably. you'll just have to edit the programmable blocks and change all the block names...
Screaming Alpha 23 Feb, 2018 @ 12:31pm 
so is there a way to use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1302186713 large block torpedo parts? instead of the torps from yours no offense, I think the others look sleeker
voidemu 14 Aug, 2016 @ 5:46am 
Nice ship, and pretty cool weapones concept! I hink, I'm gonna use souch missles on my ships too. Ofcourse the credits would go to you. Thank's for uploading this.
:steamhappy:
Tiberius Lacedaemon 11 Aug, 2016 @ 12:35am 
The most beautiful thing I have ever seen in my life.

Thank you once again.
Lord Commissar  [author] 9 Aug, 2016 @ 8:49am 
There's the Shrike III. it's a missile cruiser. Doesn't have as much damage output as the Phantom (4 missiles vs 10) but it's more "modern", vanilla, and dx-11 ready
BlueNexa 9 Aug, 2016 @ 8:16am 
Great work as always! I was looking for a guided missile-y ship similar to your old Phantom, but this will do for now!