Space Engineers

Space Engineers

AAM Caspian-Class Frigate Mk. III Mod 3
10 Comments
Boot2Th3Head 26 Jun, 2017 @ 11:17pm 
If anybody is still wondering, the main gun fire sequence isn't working because the Projector offset does not match with the welders for the rounds. Change the forward offset to 6, and it should work. At least that's what did it for me.
Sapphire 3 Apr, 2016 @ 8:02am 
@Whiplash141 can you tell me when you fix it
Whiplash141  [author] 1 Apr, 2016 @ 5:30pm 
@Noah: I'll check up on that
Sapphire 1 Apr, 2016 @ 5:17pm 
the fire sequence doesn't work
Whiplash141  [author] 4 Jun, 2015 @ 8:48pm 
Are you referring to increasint the projectile velocity? I would add more gravgens
mecra 4 Jun, 2015 @ 8:38pm 
Thanks for the info. How would you recommend increasing the velocity on this ship? Rumer has it that the default speed will increase to 1k when planets come out. Thanks!
Whiplash141  [author] 3 Jun, 2015 @ 2:38pm 
The projectile easily reaches 104.4 m/s. This particular version hits 137.9 m/s max speed from a stationary position with speed mods enabled :)
mecra 3 Jun, 2015 @ 7:59am 
Thanks for the info. Just curious, do you know how fast the projectile gets from your launcher? We're considering a speed mod and I just want ot know if it will hit max speed.
Whiplash141  [author] 20 May, 2015 @ 3:13pm 
You could cut out the torpedo, add a warhead, and make a new blueprint, then use the on-board torpedo projector to switch the ammo to this new projectile. :)

Important notes:
- The ammo reserves are designed for my kinetic design and as such, will not be able to weld explosives. Search "Magazine" in the terminal and browse until you find the main gun mag to alter the contents.
- Turreted vessels will easily intercept warheads and destroy said projectile before it reaches the target. Kinetic projectiles do not carry this risk and will withstand flak much better.
mecra 19 May, 2015 @ 7:19am 
How would one go about adding explosives to the gravity gun ammo?