Space Engineers

Space Engineers

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ICARUS Class Assault Carrier Mk X.F
   
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Type: Blueprint
File Size
Posted
22.688 MB
16 May, 2017 @ 11:30am
1 Change Note ( view )

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ICARUS Class Assault Carrier Mk X.F

Description
MODS REQUIRED, LIST AND LINKS TO THE RIGHT ============================>
Don't forget to rate this!!!

____________________OVERVIEW____________________
Here is the latest, Mark X version of 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. Newer upgrades to the design allow it to independently resupply from asteroids during operation, and process it's own raw materials.

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

It is EXTREMELY effective versus any of the spawn/pirate/AI ships. I've tested it against some of the AI enemy mods and it lasts a long time even left unattended. If a player is manning the missile systems, it can last much longer. This is in creative (unlimited ammo) though.

____________________A QUICK NOTE ABOUT THE MODS:____________________
Yes, I use mods. If you don't want to, that's ok, but this ship is heavily reliant on some of them. Mainly because there are so many cool features and functions that they add that the vanilla game simply does not have. I am not using any cosmetic mods. All the mods that are part of this ship have a function, and add to the design and immersion of what this ship should be. I stayed vanilla as much as I could, while using mods to add functionality. To each their own....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 (some say broken/abandoned, but they still work).

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.)


____________________Mk X UPDATE____________________
The Mk X variant has several notable upgrades from the last (Mk VI, skipped publishing VII, VIII, and IX since upgrades were doing in rapid succession) version. This variant is an extensive overhaul, in summary:
+additional heavy armor (top/sides/bottom)
+additional gyro power
+additional thrusters (lift)
+expanded shielding
+expanded display programs
+expanded range weapons package
+upgraded command deck displays (all)
+upgraded command deck shutters (better visiblity)
+addition of missile/torpedo tube shutters
+addition of forcefield arrays for hangars
+addition of industrial equipment (refineries/assemblers/arc furnaces, etc.)
+addition of automated mining equipment

** indicates a new feature
++ indicates upgraded capability

____________________WEAPONRY______________________
====SHORT RANGE OFFENSIVE (0-1000m)====
4x - Beam cannons (frontal anti-large ship) - Think continuous cutting laser.....
8x - Beam laser turrets (360 anti-ship/anti-missile) - Continuous precision energy weapons, overheats
**19x - Quad 40mm Bofors (360 anti-ship) - slower, burst fire, more accurate, HE warhead
====MID RANGE OFFENSIVE (1000m-3km)====
**22x - Dual 250mm Railgun turrets (360 anti-large ship) - 3km max range, medium speed, AP rounds
====LONG RANGE OFFENSIVE (3-10km)====
**6x - 80mm Chemrail cannons (frontal anti-large ship) - Extreme speed/range/accuracy, deep penetration, slow rate of fire
**7- Dual 400mm Railgun turrets (360 anti-large ship) - 5km max range, medium speed, AP rounds
4x Target designator turrets (upper left/right, lower left/right) for:
22x - Guided cruise missile tubes (360 general purpose, full volley fire) - target with designator before firing... BYPASSES MOST SHIELDING. Impacts targets from above/below/left/right/straight on, fire and forget.
6x - Guided torpedoe tubes (360 HEAVY anti-ship, full volley fire) - target with designator before firing, but slower/bigger than missiles... BYPASSES MOST SHIELDING, fire and forget.
(missiles and torpedoes have successfully engaged moving small ships/drones out to 9.5Km. Prolly would work farther, just haven't tried yet...)
====DEFENSIVE====
**19x - Dual 20mm CIWS (360 anti-missile/meteor) - faster, burst fire, 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 w/ **forcefields to maintain pressurized seal while ships may pass through.
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 SPECS/SYSTEMS____________________
-Weight: 16.82 Million Kg (empty weight)
++-Power: 15.2 GW
**-2 Main (HyperTech) Gyros
-34 Backup (Normal) Gyros
-1 Jump Drive
++-277 Thrusters
**-2 X20 ARC Reactors
-104 Small backup reactors
-38 Batteries
++-38 Solar panels
**-12 Supercapacitors
**-2 Refineries
**-8 Arc Furnaces
**-8 Assemblers
**-2 Automated Mining drill beam turrets
**-4 Conveyor Sorters w/ ejectors (for dumping materials/unwanteds to lower weight)
-Redundant oxygen generation and storage tanks
-Heavy shield generators (4.41mil HP)
-Self-repair robots (must have HOLO REBUILD projectors on)
-2 Projectors for ship repair/reconstruction (HOLO REBUILD 1/2, must be on and set to this ship's blueprints for self-repair to function.)
-Projectiors for fighter/dropship production (work-in-progress)
-Additional projectors for user customization
-Real-time scanning radar array with 3D holographic displays
-Armored command deck shutters (front and rear)
-All internal rooms pressurized, with compartmentalized layout for damage isolation.
-Primary/Backup program room/timers (9 scripts running total)
++-Main command decks w/ real time displays / holo-radar (damage/shields/power/inventory/etc.) --HEAVILY UPGRADED--
++-Secondary command deck for hangar managment (LCDs set up for live camera view with "live cameras" mode)--HEAVILY UPGRADED--
++-Internal Combat Control room (below main hangar) with real-time camera feeds/holo-radar (requires real-time camera mod to view live video on screens) --HEAVILY UPGRADED--
-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)

____________________CONTROL TABS____________________
(1) MAIN WEAPONS CONTROLS
(2) HANGAR DOOR/HATCHES CONTROLS
(3) ENGINES/SPOTLIGHTS/LANDING GEAR CONTROL
(4) GUIDED WEAPONS CONTROLS
(5) CRUISE CONTROL/JUMP DRIVE/COMBAT SYSTEMS CONTROLS
(6) CAMERA CONTROLS
(7) SHUTTERS/PROJECTORS CONTROLS
(8) FORCEFIELDS/LIGHTS CONTROLS
(9) DAMAGE DISPLAY/MINING CONTROLS

Ratings/Comments (good or bad) are welcome. I'll be enjoying this ship either way...