Space Engineers

Space Engineers

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ICARUS CLASS ASSAULT CARRIER Mk VI
   
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Type: Blueprint
File Size
Posted
5.506 MB
8 Mar, 2017 @ 12:15pm
1 Change Note ( view )

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ICARUS CLASS ASSAULT CARRIER Mk VI

Description
======OVERVIEW======
Here is my HIGHLY modded ICARUS ASSAULT CARRIER. This is a highly functional, fully capable space/atmospheric aircraft carrier.

It has weaponry like a heavy cruiser, including launch cells for guided missiles and torpedoes, but can still support and maintain up to a dozen small fighters, 2 troop transports, and a shuttle. It is capable of landing on a planetary surface, and taking off and returning to orbit unassisted. It's primary function is to carry out independent raid operations in non-permissive environments, both planetary and in space, and to conduct small scale expeditionary fleet operations.

This thing is fun as hell to use because you have so many options....long range fighter attacks, missile/torpedoe barrages, mid-close range gunfights, scouting, exploration....

It is EXTREMELY effective versus any of the spawn/pirate/AI ships.

=======Mk VI UPDATE=======
The Mk VI variant has several notable upgrades from the last (Mk V) version. There is a swapping of rockets to beam turrets, a huge upgrade of the command decks, and upgrades to the self repair system to allow for automation ship rebuild and onboard craft production. Items below prefixed with ** are items that have been added or changed since the Mk V variant.

=======ADMINISTRATIVE======
MODS REQUIRED (they're free and easy to install, just "subscribe" to install, and activate when you create a game world or edit the settings before you load a pre-existing one.) Look to the right for the list, and you should be prompted to download them if you subsribe to this ship.

All controls are set up in the front flight seat of the command deck (airlock in ceiling for quick access). Other seats have position appropriate controls (ie. damage control has access to damage control system and projectors, weapons officers have full weaponry controls, etc.)

WEAPONRY
====SHORT-MID RANGE OFFENSIVE (0-1200m)====
6x - Forward Main guns (frontal anti-large ship) - deep penetration, slow rate of fire
4x - Beam cannons (frontal anti-large ship) - Think continuous cutting laser.....
9x - Main gun Turrets (360 anti-large ship) - slower, more powerful
16x - Secondary gun Turrets (360 anti-large ship) - faster, less powerful
8x - General purpose guns (360 high volume anti-fighter) - rapid precision fire
**8x - Beam laser turrets (360 Medium range anti-ship) - Continuous precision energy weapons, overheats
====MID-LONG RANGE OFFENSIVE (1200-10km)====
4x Target designator turrets for:
22x - Guided cruise missile tubes (360 general purpose, volley fire) - like what current US Navy ships fire... BYPASSES MOST SHIELDING. Impacts targets from above/below/left/right/straight on.
6x - Guided torpedoe tubes (360 HEAVY anti-ship, volley fire) - like what current US Navy ships fire, but slower/bigger... BYPASSES MOST SHIELDING
====DEFENSIVE====
10x - Heavy CIWS (360 anti-missile/meteor) - slower, burst fire, more accurate
16x - Light CIWS (360 anti-missile/meteor) - faster, continuous, less accurate
**14x - Small interior turrets (Hangar defense system)

PROPULSION
ION Thrusters (Main) (sustainable power)
Hydrogen Thrusters (Aux) (approx 2x power of ions overall) w/ 6x Hydrogren tanks
Atmospheric engines (planetary)

SUPPORT FEATURES
4x pressurized Hangars
1 Main hangar + front/rear lockout chamber (with upper airlock for larger craft) capacity measurements 7Wx20Lx3H
1 Lower hangar (admin craft) capacity measurements 5Wx9Lx2H
1 Port hangar (dropship) capacity measurements 4Wx6Lx2H
1 Starboard hangar (dropship) capacity measurements 4Wx6Lx2H
1 Upper-rear landing pad (behind roof hangar doors) with airlock access.

SHIP FEATURES
-Weight: 14.18 Million Kg
-Power: 2.65 GW
-34 Gyros
-254 Thrusters
-106 small reactors
-2 large reactors
-38 batteries
-24 solar panels
-Redundant oxygen generation and storage tanks
-Heavy shield generators (4.11mil HP)
-Self-repair robots
**-Projectors for ship repair/reconstruction
**-Projectiors for fighter/dropship production (work-in-progress)
**-Additional projectors for user customization
**-Real-time scanning radar array
**-Armored command deck shutters
-All internal rooms pressurized, with compartmentalized layout for damage isolation.
-Primary/Backup program room/timers (6 scripts running)
**-Main command decks w/ real time displays / holo-radar (damage/shields/power/inventory/etc.)
**-Secondary command deck for hangar managment (LCDs set up for live camera view with "live cameras" mode)
-Internal Combat Control room (below main hangar) with real-time camera feeds/holo-radar
-Interior/exterior cameras (hangars)
-Atmosphere ready (landing gear will support the full weight, tested with 12 fighters on board, using only atmospheric engines, but HAVE NOT TESTED WITHOUT UPGRADED THRUSTERS MOD)

=====SCRIPT REBOOT UP SEQUENCE===== (Use this if it seems that the displays in the command deck don't initialize or run properly).
1) Open the ship's terminal from any seat.
2) Search for "PROGRAM" and it should display several program blocks with labels like "LCD" and "Shield", along with similar blocks with (timer) on the end.
3) Select all blocks with (timer) and press "trigger now"
4) Select all program blocks and hit "recompile"
5) Select program block labeled "RADAR" and type "reboot" into argument space, then press "run", then delete "reboot".
6) All scripts should be functioning at this point

If you like this, please subscribe and leave a thumbs up. Maybe I'll make more.....
Leave a comment of your thoughts, maybe i'll incorporate the idea in the next ship....