Space Engineers

Space Engineers

T.N.F. Planetary Dropship 'Ghost' Mk.VI (U)
31 Comments
Malmhrid  [author] 23 May, 2022 @ 6:23am 
It's updated now, see if it works better! The internal area between the module and the cockpit has been replaced, including a O2/H2 generator and small hydrogen tanks that are connected to six downward-facing hydrogen thrusters.
Genocide 21 May, 2022 @ 1:17pm 
No problem. Any sort of load on it seems to let it not get up there. Without any modules on it, works great. but with the storage, it stalls out and falls back down.
Malmhrid  [author] 21 May, 2022 @ 11:48am 
Hmm, it could when I published it in 2019. I had planned to update it soon anyway (similar to the recent update to the M-variant), and will try to find a thruster mix that will enable it to launch into space again. Thanks for letting me know!
Genocide 21 May, 2022 @ 11:11am 
I love this ship, but my biggest issue with it is that, if you have any sort of weight on it, the drop pod, the truck, anything... You can't get out of the atmosphere. I've tried it on a few planets with no luck, trying to bring supplies to start a starbase.
omni 15 Mar, 2022 @ 9:40am 
makes since but the holo sights at least should have the blueprint loaded in as you have to manually line up the blueprints unless they are pre loaded
Malmhrid  [author] 14 Mar, 2022 @ 10:35am 
Hi, a pre-loaded projector doubles the block- and PCU-count of the blueprint, so I keep those I publish empty.
omni 12 Mar, 2022 @ 1:53pm 
also none of the projectors have blueprints
[MTX]Rooster 4 Dec, 2019 @ 10:27pm 
This is a cool design / idea! Ever think/consider making a lg grid variation?
Bodyboarder2528 19 Jul, 2019 @ 8:36pm 
also is there a way to get a connector for the cargo module to the ship please https://imgur.com/a/ECVeeDi
Bodyboarder2528 17 Jul, 2019 @ 7:44pm 
this blueprint has the rover attached at all time so if i want to do repairs and use nanobots or nanites it will build another rover any change you could remove the rover from the BP as not everyone would need the rover plus im having the same issue with the wheels so if people just build it separate then you have have that issue
SynthWave 19 Jun, 2019 @ 12:50pm 
Yeah, when i built it, i used a welding wall, and 3 of the rover wheels didn't weld properly. I managed to get them on later, so perhaps I messed something up.
Malmhrid  [author] 19 Jun, 2019 @ 12:46pm 
Hmm, I ran into something like that during the early design phase. I fixed it by removing enough blocks that were in direct contact with the rear wheels, and never experienced it again. As long as it is built according to the blueprint, and the wheels are at height 0 or lower, it should not happen.

I'll do some testing myself and try to recreate it.
SynthWave 19 Jun, 2019 @ 12:32pm 
Hey there,
Projected and built on my server. The ship however would not fly right while merged with the rover. Its as if the gyro was misbehaving and rotating the ship around as I flew it around (turning off all gyros did not help). Also thrusting left and right did not seem to work at all. I could get to 0.11 m/s max. un-merge the rover, and all was fine. merge the rover again, problems were back. Any ideas? I love this build and want to use it
Malmhrid  [author] 12 Jun, 2019 @ 12:47am 
Thank you! It is possible to construct the entire blueprint, wheels and seats included. The trick, it seems, is to adjust the wheel height to its lowest position (press 7 on the toolbar until it stops adjusting). You can then build in the space above the wheel suspesion.

https://steamhost.cn/steamcommunity_com/profiles/76561198000055750/screenshot/789733700598640381

Regarding the reactors, you can access the conveyor system through either the cockpit, the survival kit, or the small cargo containers between the seats.
Mang 11 Jun, 2019 @ 7:21am 
Hey dude great work. I had issues with the tires not showing up in the hologram aswell. Removing the chairs fixed the trick.

I am unable to send uranium to the reactors. It looks like an unconnected inventory but the gatling gun inventory works fine and I can transfer the uranium between both sides. You got any advice where I should look?

I am adding the Uranium through the connector at the bottom, using batteries to make the converyers work.

SOME FNAF D00D 10 Jun, 2019 @ 4:30pm 
small grid big blocks mods
rottielover 10 Jun, 2019 @ 4:30pm 
Thank you!, and yes a challenge for sure!
Malmhrid  [author] 10 Jun, 2019 @ 1:19am 
Hi, regarding the wheels, I tested it just now. It seems that you will have to remove the blocks above and around the wheel (armor slope, seat and spotlight/camera/button) for the "add wheel" function to work. The best thing would be to build the suspension first, and then adding the rest of the vehicle later. It will have to be detached from the dropship anyways, as there is juuust enough space for the wheels to not affect flight, but not enough to spawn them in.

I'll take a look at the jump drive idea, although that block is huge!
rottielover 9 Jun, 2019 @ 1:19pm 
Oh and I wonder if you have the idea for, or could design a kind of Jump Drive sled that would fit into your pack, I would love to be able to jump this guy close to the atmosphere
rottielover 9 Jun, 2019 @ 1:18pm 
Just welded one of these up on a server, I could not get the wheels on the stinger to spawn in at all. I even detached it in space, and tried to add them, no dice. Any thoughts?
Cohors 7 Jun, 2019 @ 3:48am 
You have officially outdone yourself. Only thing I'd want to add is a module specifically for troop transport with a parachute or drop pods for a high drop.
SOME FNAF D00D 6 Jun, 2019 @ 6:44pm 
HOW OVER POWERED IS THIS
Oscar_Faux 5 Jun, 2019 @ 5:48pm 
i cant connec tanything
Malmhrid  [author] 5 Jun, 2019 @ 11:46am 
Thanks for the feedback, I have the answers to some of you points: To get the missiles to fire, you will have to press recompile on the module's programmable block after attaching it. It will then include the "#A#"-marked turret and remote control already on the 'Ghost'. All the modules' timers (on/off for the vehicle and container, and fire for the missiles) are saved in the same group on the 'Ghost' as the second button on toolbar 2.

Regarding Alysius' script, it works for me to recompile it, but then again that script has been a bit unpredictable and has not been updated for a while. Glad you liked the ship, though!
Krougal 5 Jun, 2019 @ 11:27am 
I would probably not include the truck in the base BP (or any module), extra work swapping it.
Alys script doesn't seem to be updating properly; disconnect truck and it still shows red. Even swapping modules and spamming refresh on PB. But then merge blocks generally have undesirable behavior at times for what most of us use them for and I didn't spend time troubleshooting.
Was not able to get space missiles to fire, but did not spend time troubleshooting this either. Did not try atmo. Might be the games fault, as I've been seeing wierdness in my own BP toolbars lately.
The timer to turn everything on is handy, but you should probably stick it on a toolbar.
All minor nitpicks though. Very nicely built, the best Ghost yet.
Alterae 5 Jun, 2019 @ 8:04am 
This looks absolutely awesome, and I will definitely try it out first chance I get.
Also, amazing work on the description and images.
konstantynopolitaneczka 5 Jun, 2019 @ 7:18am 
its just good
I would remake the design
Radex 4 Jun, 2019 @ 1:30pm 
Good work fantastik just build it ooo lots of fun fun
Keep good work
Malmhrid  [author] 2 Jun, 2019 @ 12:58pm 
Thank you, glad you liked it!
Koekiemonster125 2 Jun, 2019 @ 4:27am 
very very nice as usual i love all your bleuprints man keep up the good work
ToTheLastSlimBone 1 Jun, 2019 @ 6:07pm 
I've been hoping to see a ground addition to the T.N.F. You have out done yourself.