Space Engineers

Space Engineers

T.N.F. Destroyer Class 'Phantom' Mk.III
52 Comments
fiji 12 Jun, 2020 @ 9:57am 
I am so glad this was updated, I remember using this ship way back. keep up the great work
Malmhrid  [author] 21 Apr, 2019 @ 2:45am 
Hey! The last game update temporarily broke the artificial mass block and space ball block. All gravity-driven creations don't work at the moment. Hopefully it will get fixed soon.
SaltyAndSour 21 Apr, 2019 @ 1:50am 
Hey, the railgun on this ship isn't firing properly. Do you have any idea how to fix this? Thanks!
Megakole 29 Jul, 2018 @ 9:12pm 
does anyone have an idea as how to fix building this in survival when i do all the toolbar buttons get reset
Malmhrid  [author] 19 Oct, 2017 @ 2:54am 
Hi! I haven't touched this in two years, and I guess most of the features don't work anymore. I'll take a look at it and renew it when I find the time.
Phoenix 17 Oct, 2017 @ 1:17pm 
great ship but for me the escape pods dont work i hit 1 and nothing happens and it says this is not the main cockpit
Sjt.Yuri 4 Oct, 2017 @ 6:10pm 
Is the gravity railgun supposed to fire automatically or?
Fortuna 19 Jan, 2017 @ 9:48am 
um, the escpe pods dont work? I press 1 and nothing happens, it just says "this isnt the main cockpit"
Malmhrid  [author] 25 Dec, 2015 @ 7:56am 
@Pann Mann: Of course! Sounds exciting, go ahead :)
MadnessTA 25 Dec, 2015 @ 4:15am 
Hey, is it alright if I use this ship in a workshop project I'm making? I am building a world designed to be explored by players. Most of the stuff in the world is built by me, but I wanted to add this ship as I use it in survival and really like it. It would be the super cool prize of finding a secret hidden military base :)
Malmhrid  [author] 23 Dec, 2015 @ 5:52am 
@Santanico: Great! :)
@Pann Mann: Thank you, I really appreciate it :)
MadnessTA 23 Dec, 2015 @ 3:57am 
10/10 Best ship in workshop. Fixed the problem BTW just in case you saw previous comments.
Santanico 12 Dec, 2015 @ 3:52pm 
That is a good suggestion. I will try that this week and let you know how it went. Thank you for your support.
Malmhrid  [author] 12 Dec, 2015 @ 9:57am 
Have you tried removing the drone in creative, saving it as a new blueprint and then trying to build it in survival?
Santanico 12 Dec, 2015 @ 6:32am 
Well, it states that multiple grids is not supported and that only the largest grid will be used. Which is a known gameplay mechanic for survival. But it should then project the Carrier and skip the Drones etc. But in fact it projects nothing.
Malmhrid  [author] 12 Dec, 2015 @ 6:03am 
@Santanico: Sorry to hear that, what is the problem exactly?
Santanico 12 Dec, 2015 @ 4:36am 
It doesn't seem to work on my survival server either. This is something worth mentioning in your notes. It's a disappointed after finding such a cool blueprint that you are in fact unable to build it in your world.
Malmhrid  [author] 9 Nov, 2015 @ 2:15pm 
@KitsuneSamurai: Oh yes! That "spiked" armor and such work, and that mixed armor with compartments reduce the effectiveness of kinetic projectiles is cool I think. I should like to see better penetration against other structures such as refineries, glass, interior blocks and containers though.
KitsuneKas 9 Nov, 2015 @ 2:11pm 
I actually feel like the effects of separated layers of armor are more realistic than you'd think. For example, back before we had underslung grenade launchers and relied on rifle grenades, we usually had to load a special overpowered blank to avoid having the grenade blowing up when you fired it, but there were some later desgins that used bullet traps to allow normal rounds to be used. They used a series of small baffles to slow down the bullet as it traveled through them, rather than a single large, heavy baffle. It worked much the same way as being able to stop an arrow with a silk flag, by deforming and gripping the projectile's sides, absorbing the energy rather than trying to resist it.

Just my thoughts, but I'm actually quite happy with the effects. Gives some benefit to more advanced layered and ribbed armors instead of basic slabs.
Malmhrid  [author] 9 Nov, 2015 @ 2:05pm 
@DevilSatCom: I honestly have no idea, though I think it is a game bug and not something to do with this particular blueprint.

@KitsuneSamurai: Thank you for testing the ship's endurance! I'm glad to hear that it can take a beating, as I had toughness in mind when I built it. Regarding the projectile penetration, I'm a bit puzzled myself. Here's to hoping for adjusted physics!
KitsuneKas 9 Nov, 2015 @ 12:21am 
The one thing I'd like to point out that isn't really a knock on the weapon and more a limitation of the game I think is that it seems less effective against hollow armor or armor with spaces between layers than against solid armor. When tested against a sold slab of heavy armor, the results were devastating, as were the results on a thicker part of a cruiser I tested on. However, when hitting other sections of the same ship, with lots of individual compartments, the results were far less impressive, despite the areas being targeted being entirely light armor and interior wall sections.
KitsuneKas 9 Nov, 2015 @ 12:17am 
I must say this ship has the most robust gravity gun type system I've ever come across. I put this thing through a significant amount of abuse trying to break the system, from ramming it into a target multiple times, firing while turning, firing while moving, reloading while moving, firing at point blank range, all the usual ways to catastrophically destroy most torpedo/gravity gun systems.

What finally did break it was firing at max speed with the ship turned at an angle. The blueprint shifted and the munition got constructed partially inside the ship.

Still, I put this ship's spinal cannon through the rigors, and it far exceeded not only my expectations but my wildest SE dreams.
Drachennarr 20 Oct, 2015 @ 6:10am 
Hi, nice Ship but i have a problem to build it on an Surival Server via a Projector.

I can select it in the Blueprint but it would not display to build it. The Projector also sad no Blueprint load.

Have anyone an Idee what the Problem is?
LANDSHARK 18 Oct, 2015 @ 4:17am 
Hey Malmhrid

I was inspired by your designs so made my own battle cruiser in your general style, hope you like it.:steamhappy: :steamhappy:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=537284956&searchtext=
Malmhrid  [author] 26 Sep, 2015 @ 12:28pm 
Thank you Whaddageek! I've just made the changes :)
Whaddageek 16 Sep, 2015 @ 7:19pm 
Actually there's a much easier fix. Just set the merge blocks to be available to everyone and they'll happily connect to the gravity shells as they build. Connectors work the same way, incidentally.
Malmhrid  [author] 14 Sep, 2015 @ 10:24am 
@AmpleNickel4262: Thanks, the merge block problems come from ownership issues, you can fix it by re-uploading the projectile blueprint to the projector. I can make a fleet world.
@[FR]Norman: This is a blueprint and should be working as intended.
@r.zarth: I'll keep the name for reasons already stated, hope you understand :)
AmpleNickel4262 13 Sep, 2015 @ 5:56pm 
Cool man. Really not used to "vanilla" ships and how the look... unrealistic I guess. Ha. But it's practical and has some cool systems. Though I coudln't figure out hte order of the railgun manufacturing. It just kept making merge blocks that weren't merged ha. Downloaded the fleet. Gonna check them out later. Do you have a world with all the ships in it and bases set up?
AmpleNickel4262 13 Sep, 2015 @ 5:43pm 
r.zarth: I guess you were asking nicely. But kind of silly to ask someone to rename their ship becaue you think you're the only one to name a ship "Phantom." I mean, come on. Hahaha
You won't vax me, Bill 13 Sep, 2015 @ 8:52am 
Nice nice.
r.zarth 12 Sep, 2015 @ 11:37pm 
i was just askin kindly, whats your problem at all ?
i highly recommend to publish this as a world, because i like it
[FR]Norman 12 Sep, 2015 @ 12:25pm 
Hi , i is this a blueprint or a world ? Because I can't see it in suscribed worlds and when I try to open blueprints I have this message : "couldn't load blueprint from steam workshop" a solution ?

Really good work !
Robot Lincoln 12 Sep, 2015 @ 9:08am 
r.zarth's ship is black and white too. You should change the color of your ship as well!
DrakBehr ʕ •ᴥ•ʔ 12 Sep, 2015 @ 6:51am 
r.zarth but this is not really original name anyway... :P
r.zarth 12 Sep, 2015 @ 5:04am 
Malmhrid  [author] 11 Sep, 2015 @ 11:52pm 
@Whiplash141: After trying to work it out and encountering a problem I've made a discussion thread, I would really like your input :)
Malmhrid  [author] 11 Sep, 2015 @ 11:26pm 
@Whiplash141: That must be it, I'll fix it immediately :) @Ava: I'm starting testing now, but I would like your feedback on this as well! @(ABFM) Iwillbenicetou: 'Ares Reborn' and 'Bellerophon' are two ridiculously large, heavily modded ships I made when I started playing the game and didn't care anything for fps or practicality :P I think I published some screenshots of it way back. I've lost all hope and interest in them as the game is now, but I did include them in the earliest overview sheets: http://images.akamai.steamusercontent.com/ugc/450707037703413718/68EA265E953B62883F8FC35D88F4FDE20AE3B228/
Allenjs 11 Sep, 2015 @ 8:05pm 
@Malmhrid I saw in one of your previously made ships, that it had a thing about "Ares Reborn and Bella something (forgot second name). where do I get :P
Avaslash 11 Sep, 2015 @ 5:59pm 
Hey how has the recent updates to the game affected the torpedo's effectiveness?
Whiplash141 11 Sep, 2015 @ 2:36pm 
@Malmhrid: Howdy! I also experienced the "jamming" issue. It seems to be a result of the ownership of the ship based release merge block ownership. If you set the raingun merge to be owned by nobody, it will fix this issue. Owned projections do not preserve ownership over blueprints hence the reason that the owned merge does not want to connect to the unowned one on the projected torpedo.
Malmhrid  [author] 11 Sep, 2015 @ 12:26am 
Thank you! :) @Ascension: Thanks for the feedback, I'll look into it, my guess is that it has something to do with the battery's recharge on/off, as the "fix jam" only fixes the artificial mass activating at the wrong time. @Baron Samedi: Can't wait to see it!
Pieman 10 Sep, 2015 @ 3:55pm 
I found this ship awesome to use, I enjoyed the escape pod and drone features. I did like the railgun too, but I did run into a problem, where it would only fire once then jam, and the clear jam function didn't see to do anything, but overall great ship!
Baron Samedi 10 Sep, 2015 @ 8:21am 
Cool man! I have been meaning to upload a similarly blocky, functional, nasty set of warships, if I have the time I'll hit you up and maybe we can do a weight class battle. I'd love to see some serious warship slugging, frame rate be damned.
LeL 10 Sep, 2015 @ 8:01am 
Simply AWESOME
Adam_Schadow 10 Sep, 2015 @ 7:08am 
Could make a no heavy armor version.
Laffyistired 10 Sep, 2015 @ 6:43am 
no mods?
Bone Jester 10 Sep, 2015 @ 6:42am 
DOUBLE :steamhappy:
HerWonZiemniak 9 Sep, 2015 @ 9:39am 
Awesome
Malmhrid  [author] 9 Sep, 2015 @ 7:48am 
Thanks! I really enjoy your ships as well as you can see :) @Bone Jester, it is indeed modless!
Whiplash141 7 Sep, 2015 @ 6:20am 
Very nice! No such thing as too much Gravity Guns :P I look forward to taking her for a spin!