Space Engineers

Space Engineers

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PFS - LDDM - Manticore Guided Missile Skimmer
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
1.716 MB
23 Mar, 2017 @ 4:36pm
31 May, 2017 @ 10:16am
2 Change Notes ( view )

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PFS - LDDM - Manticore Guided Missile Skimmer

In 1 collection by Lord Commissar
Phoenix Fleet Systems Planetary Division
15 items
Description
100% Vanilla

Manticore Missile Skimmer

Mass: 1,073,520 kg (empty)
Connectors: 1 (Port)
Cargo: 2 Large Containers
Crew Facilities: 1 Med Bay
Oxygen: 1 Generator, 7 Tanks
Power: 12 Small Reactors, 21 Batteries, 2 Solar Panels
Weapons: 3 Gatling Turrets, 2 Heavy Missiles

Crew: 3
1 Pilot, 1 Gunner, 1 Engineer

Lore
During the Europa Conflict, the Army relied heavily on the Navy for Orbital Support, bombarding dug in enemies from places where they could not strike back. However, it was obvious from the very beginning that this luxury would not always be the case.

Over the years, the Army began offering contracts to the corporations for vehicles that would allow them to bring their own firepower. Bombers like the Nightjar were an answer to this problem, allowing strikes from suborbital vantage points. However, the Nightjar still required time to ascend before it could strike, and thus required too much preparation in some circumstances.

The Army needed a vehicle that was always ready to strike, no matter the situation it found itself in. Not only this, but a ground platform for missiles meant that it required less power and upkeep, and was also capable of shutting down and waiting to ambush enemies. Thus, the Manticore was created.

Lightly armored, the Manticore is not designed to be in the heat of battle, but rather to evade it. Armed with two heavy kinetic missiles, the Manticore can eliminate heavily armored targets from any distance, so long as it has line of sight for the launch. After launch, the missiles continue on their own guidance, allowing the Manticore to escape before the enemy realizes they have been fired upon.

--------------------------------------------- USER MANUAL --------------------------------------------

To operate the ship, use a console. If using the primary seat, use the K menu and go to *Control* and hit "Control"

Tab 1 - Flight Controls

  1. Increase Wheel Friction
  2. Decrease Wheel Friction
  3. Reverse Thrusters On/Off
  4. View Main Camera
  5. Control Targeting Turret
  6. Extend/Retract Targeting Periscope

Tab 2 - Missile Controls

  1. View Missile Bay Camera
  2. Open/Close Missile Bay Doors
  3. Extend Missile Pistons
  4. Rotate Missiles
  5. Missile Welders On/Off
  6. None
  7. None
  8. Fire Missile 1
  9. Fire Missile 2

USING THE MISSILES

The Missile welding system is manually operated. In order to perform this routine, go to tab 2.
1 - View the Camera (1)
2 - Extend the Missile Pistons (3)
3 - Rotate the Missile Mounts (4) (the projections will be horizontal, not vertical. Missile mounts will also be relatively lower in this position.
4 - Turn the welders on (5)
5 - Wait for welders to finish
6 - Turn the welders off (5)
7 - Open the Missile Bay Doors (2)
8 - Retract Missile Pistons (3)
9 - Rotate Missiles to Vertical Position (4)
10 - Fire ze Missiles! (8,9)

For Targeting, go to tab 1. Extend the Periscope (6) for best results. View the targeting turret with (5). You may have to disconnect from the remote control in order to perform this action. You can then either access the turret control through a standard console, or through the K menu. Wherever you point the turret, the missiles will fly when launched.

NOTE: These missiles are Fire and Forget. They do NOT continue tracking after launch. Wherever you are pointing when you fire them, that is where they will go.

FLIGHT DYNAMICS

Use tab 1 for operating the tank. Friction can be increased (1) for quick braking, or to apply a parking brake. Friction should always be decreased (2) to 0 when in motion.

It is not recommended that you fly the tank at high velocities. 100 km/h tends to be very safe. Over this, you're on your own. Keep in mind that you are in a large vehicle, and be wary of any steep ledges or other natural dangers. You can turn the reverse thrust off (3) for cruising at a mostly constant velocity.

FINAL NOTES

Note that the missiles use Hydrogen. This means that I don't recommend the tank for survival, though it is still possible to use the missiles in survival (you'll just have to manually load them with fuel). If you want to use the tank in survival, note that it is also compatible with most missile designs, so you should have little trouble loading up other blueprints (especially any missiles I have made). You may also need to change the arguments on the Fire Control programs, and other programming interface nonsense.

Scripts
Alysius - Floor Plan
MMaster - Automatic Configurable LCD
Whiplash141 - Artificial Horizon, Missile Guidance

Credits
The Design was heavily inspired by This Image[www.artstation.com]


Misc
Interested in learning about the lore behind these ships?
24 Comments
Lord Commissar  [author] 30 Mar, 2017 @ 3:25pm 
the tank will work with any missile, so long as you're using the same code. as these are the largest missiles i have put into a build, the welder bay is certainly compatible with any other of my designs (and that of most others) that use ion or atmospheric.

simply put, if you don't like the missiles, you can easily just switch out the projections and it will work the same.

as for making one with connectors, no. there's really no advantage to doing that except fuel transfer, and if we are worried about that i'd sooner just switch to non-hydrogen missiles.

note though that i never discourage people from modifying my builds. if you don't like something, no one's stopping you from modifying.
Unknown Playe72 30 Mar, 2017 @ 10:08am 
Love and really want to put it into creative. Two things though, can you make a variant that allows you to make either ion thruster or atmospheric missiles? I only ask because the hydro ones attatched have to be refilled by hand. Second, can you make a variant that attatches the missiles to a connector? For this variant the missiles would be manually loaded rather than welded.
drandarith 27 Mar, 2017 @ 2:35pm 
oh wow this thing is beautiful! Great work.
LegionPL 27 Mar, 2017 @ 10:03am 
Also great music choise.
overwerk 27 Mar, 2017 @ 7:41am 
of course, i understand, i am going to do all the reffiting myself anyways, just that i find your platform realy good to do fire and forget style missiles when the target is in turret range
Lord Commissar  [author] 26 Mar, 2017 @ 7:57pm 
@overwerk i prefer whip's script, as it allows you to designate which part of a target you want to hit. alysius goes for the center, which is not always the best tactical choice. best to allow the user to determine that.

if people are preferring active guidance, i can revert to whip's standard code rather than this variant. i simply used this version because it was developed originally as more of a siege weapon. you are also able to engage more than one target at once using the FaF variant currently installed
Fleshmonkeydad 26 Mar, 2017 @ 2:48pm 
This looks awesome! :)
Blackvertigo1 26 Mar, 2017 @ 11:49am 
Kinda reminds me of Ashes of the Singlarity battleships.
overwerk 26 Mar, 2017 @ 8:34am 
and if not it will still act like a normal fire and forget missile.
overwerk 26 Mar, 2017 @ 8:33am 
do you think you can use asyleus lidar script instead f whip script for the missiles? with just 1 or 2 cammeras on the missile front you can use the turret for first aquisition and then once the lidar detect the target it will autonomously folow the target, making it extremely effective at surpising vetes when they fly over you and don't notice the missiles.