Space Engineers

Space Engineers

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Shukuchi Heavy Spacefighter (Decommissioned)
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
1.154 MB
10 Aug, 2016 @ 7:34am
27 Aug, 2016 @ 10:35pm
10 Change Notes ( view )

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Shukuchi Heavy Spacefighter (Decommissioned)

Description
GetFreeDestination is officially removed from game, therefore this item is now only a relic of the past.



Standard issue heavy interceptor launched from the Intrepid Hero Battlecarrier.

This is a Vanilla Fighter, NO MODS are required.

ALWAYS TURN OFF the Projector when attempting to Lock-On Rockets or Missiles! As projection will interfere with the GFD Lock-On.


Armament

1) 4 x Gatling Guns
2) 4 x Rocket Launchers
3) 4 x Torpedo Hardpoints

Designed to be launched from ADN Intrepid Hero Battlecarrier
Sending young souls to eternal glory


Toolbar Layout

Toolbar #1


Toolbar #2

Menu refers to the Floor Plan Menu located on the left middle LCD Panel.


How To Use

System Startup

Press Button #8 to start all computers.


For Launching Missiles

1) Press Button #1 to launch missile in Active Radar Homing Mode.
2) Aim at target until an a 3 beep alert is heard (Left status LCD will also show Locked).

1) Press Button #2 to launch missile in Camera Guided Mode.
2) Aim at target until missile impacts.


For Rocket Launcher Dogfighting

1) Press Button #4 to select Rocket Launcher.

2) Aim at target and press Button #5 to lock on target. Minimum locking distance is 100m. Right status LCD will indicate if target is locked.

3) When within rocket range (800m), press Button #6 to toggle Auto Aim. Script will then automatically face your ship at the target intercept point with lead. Press Button #6 again to disengage and return control to pilot (Use this to toggle Auto Aiming while flying by target).

4) Press Button #7 to toggle Auto Firing. When Auto Firing is engaged, script will automatically fire rockets when target is properly aimed and within rocket range.

5) The right status LCD will show whether Auto Aim or Auto Fire is engaged and also whether target is Locked.

Note: This Sogeki Targeting System is ONLY configured for Rockets. Gatling guns are still manually targetted.


For Reloading Missiles

1) Dock at a suitable base with the welders to weld missiles and connectors to transfer 2K iron ingots to missile connector.
2) Press on Toolbar #2 Button #9 to turn on Projectors.
3) Weld the new missiles and transfer 2K iron ingots to the Missile Connector.
4) Press Toolbar #2 Button #7 to reset the left status LCD to recognize the newly welded missiles.



Scripts Used

Easy Radar Homing Script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=688803417

Floor Plan Script:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=716048498

Whip's Artificial Horizon Script by Whiplash141:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=713653017

Sogeki Rocket Auto Aim And Fire:
Unreleased. Modify from this fighter if you want it.


Others

Skybox Aurelia by AssHunter:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=493552729
13 Comments
damienmccain12 16 Aug, 2016 @ 1:38pm 
it works for gatlings for me too,at some ranges atleast
Alysius  [author] 16 Aug, 2016 @ 9:11am 
thats for missiles. for gatling it is much slower
damienmccain12 16 Aug, 2016 @ 9:06am 
they might have changed it,bc the most accurate i can get it is with max speed 700,initial speed 100 and acceleration at 650 :/
damienmccain12 16 Aug, 2016 @ 8:55am 
" One of the passed in parameter is projectileInitialVelocity. Changed to pass in a contstant 0" i think i did it wrong as its not working properly
damienmccain12 16 Aug, 2016 @ 8:44am 
awesome thanks,and ok ill not credit,unless i see you releasing the script then ill recheck with you just incase :]
Alysius  [author] 15 Aug, 2016 @ 8:33pm 
Acceleratuon for gatling gun is actually 0, but there is a bug where exact 0 may give special condition (very math according to wikipedia), which I have no intent to solve.
Alysius  [author] 15 Aug, 2016 @ 8:32pm 
@damien You can just use, please do not give any credit, since it is not released. As for gatling gun, it is much easier as it does not drift like rockets do. You just need to change the part where ComputeAimDirection is calculated:

1) One of the passed in parameter is projectileInitialVelocity. Changed to pass in a contstant 0.
2) Then the top of script there is const double values. Change them to:

PROJECTILE_MAX_SPEED = 300
PROJECTILE_INITIAL_SPEED = 300
PROJECTILE_ACCELERATION = 0.0001
damienmccain12 15 Aug, 2016 @ 1:17pm 
oh and if you can find the exact ballistics needed for gatlings id be interested,i can only get it sortof accurate at certain distances/relative vectors
damienmccain12 15 Aug, 2016 @ 1:16pm 
ive figured out how to use it and ive duct taped it into some of my builds,is it ok if i site you as a contributer if u end up uploading them,or do you just want me to credit you in the desc.?
Alysius  [author] 13 Aug, 2016 @ 11:31am 
@damien Script is in patchwork state, as this fighter is intended for my personal use mostly. Hastily made just so that I dont need to use someone else ship during MP. Thats why I dont have any intention to improve this or make generic the aiming script, unless there are like suddenly 5000 over users and many is requesting it.