Space Engineers

Space Engineers

T.N.F. Light Assault Bomber 'Vulture' Mk.III
15 Komentar
Malmhrid  [pembuat] 22 Mar 2020 @ 4:47am 
Hi, it has to do with the game treating projected blueprints as another ship. This effect is stackable, which creates enormous blueprints. I have reduced the filesize now by unloading all the projectors (except the missile reload projector).
SooperValar 21 Mar 2020 @ 3:09pm 
Am i doing something wrong with this blueprint? in game it tells me there are 310k blocks and its a massive 440mb download.
Malmhrid  [pembuat] 27 Mar 2016 @ 6:00am 
@Stollie: Hey! The problem might be that the ones you build are owned by "Nobody", and it needs to be owned by you. Try to upload the Vulture's blueprint into the reloading projector again, and see if that helps!
Stollie 27 Mar 2016 @ 5:49am 
Hey mate, love your work! One question, when I rebuild the rockets after firing them and fire them the second time, they just fall off the merge block and dont go anywhere.

Something I'm doing wrong?
Kephyr DeBlini 20 Jan 2016 @ 8:36am 
Nice design! very efficient use of space. Also great presentation, as always, though I wish you put in a snap shot of the ship cut in half. Other than that, it's an inspiration for my own designs :)
I've gotta step up that photoshop game. Liked and subbed!
Whiplash141 1 Des 2015 @ 2:50am 
@Kitsune:
Personally I'd go with KE projectiles as the risk of decent point defence vaporizing my expensive missile does not please me XD

@Malmhrid:
I was cleaning my subscriptions and I just realized that you implemented my missile code! I'll be sure to give her another go and report back :)
KitsuneKas 24 Nov 2015 @ 4:13am 
I mention it because it might be worth looking to for inspiration. Also, I actually wonder if a proximity detonation would be any good, and I'm second-guessing myself thinking it's probably not, due to the small blast radius of warheads.

Oh, for stable, scatterable explosives, a la cluster bombs...
KitsuneKas 24 Nov 2015 @ 4:10am 
5URGE actually put out an atmospheric strike bomber that utilizes whip's script, it seems, with a warhead similar to what I was thinking about, only impact detonated rather than proximity. It proved to be rather effective when attacking the pirate base on the Earth easy start. There were a few cases where the turrets were able to detonate the warhead early, and it basically just dropped out of the sky when that happened, but it generally felt effective.
Malmhrid  [pembuat] 24 Nov 2015 @ 3:41am 
I agree! The only problem is the enemy's point defences, which may detonate the warhead since small grids are weak. But I can build a missile version with warheads and load it into one of the reloading projectors.
KitsuneKas 24 Nov 2015 @ 1:12am 
I haven't tried this particular ship yet, but would it be possible to modify the torpedo with warheads and sensors for proximity detonation? I know they generally do less damage than a kinetic round, but an explosive torpedo doesn't actually have to hit to do damage, and would be more effective against more lightly armored and nimble targets that can produce enough G's to avoid, say, the Phantom's kinetic projectiles.
Malmhrid  [pembuat] 21 Nov 2015 @ 12:51pm 
@Mr Roger's: Absolutely! As soon as I get the hang of building planetary stuff, I'll work on the planet-to-space particulars, including communications :)
Fulldog 15 Nov 2015 @ 1:05pm 
hey Malmrid, i was wondering if we would be seeing a communications drone for T.N.F
Malmhrid  [pembuat] 31 Okt 2015 @ 2:00am 
Hm! Heavy armor it is, then! You are right, I should use the missiles thrusters, if not they're just hanging there taking up weight. I'm also waiting patiently for your LOS beam riding missile script, so that I can upgrade these missiles. Let me also say thank you for the builds you make, I've drawn a lot of inspiration features that I'd never have thought up myself :)
Whiplash141 29 Okt 2015 @ 10:59am 
Might I add that I love the shape of the nose of this ship! It gave me an idea for one of my designs :)
Whiplash141 29 Okt 2015 @ 10:55am 
Very nice! Regarding the damage potential, I've found that small ship blast door blocks actually prevent the torpedo from dealing damage in many cases as whey seem to be "bouncy." I recommend just making the head out of solid heavy armour, I get around 4 layers of heavy armour penetration per missile like this. Alsom I noticed that the ship is really slow before the torpedoes are launched; have you considered using the torpedo's thrusters as boosters for regular flight? This allows you to use the rocket's thrusters to make you more nimble before launching :D On the shortbow I just override the thrusters to max via timer or program when I want to fire :)