Space Engineers

Space Engineers

T.N.F. Planetary Dropship 'Rhino' Mk.II
12 kommentarer
Tora 9. aug. 2018 kl. 2:15 
I kinda think that in atmosphere, speeds greater than 300 KPH are probably out of the question anyway for an armored SSTO Drop craft. Being able to do 360 KPH which is what 100 m/s translates to is pretty good for within atmosphere and you're not really going to need more than that, as that is fast enough to get in, drop, get out or up to provide CAS. If slowing down after initial atmospheric insertion is necessary, perhaps you could choose a longer insertion path.

As for incoming missiles, perhaps a couple turrets could be used or added by whoever has the ship specifically as 'point defense' against guided missiles and unguided rockets. Could maybe dedicate a couple turrets to that end as well through adjustment of what they target. Another way to do this is to use the mod 'reactive armor' on the ship, which should defeat missiles and rockets. And yet another way to beef its defensive capacity is outfit the ship with some replenishing launchable decoys.

Just my thoughts.
Malmhrid  [ophavsmand] 2. apr. 2018 kl. 5:17 
Olorin you are right, it is not designed for speeds above 100 m/s. Those who use speed mods are free to upgrade it, of course.
LHR_Olorin 2. apr. 2018 kl. 0:40 
Not designed at all for speeds greater than 100m/s. First time I tried it, crashed into the ground at 230m/s to get instantly blown up. 7/10 for bounce. Needs more/upgraded atmospheric thrusters to slow down when landing.
Drahx 18. jan. 2016 kl. 9:18 
this is grate i don't really find ships that can go planet side to atmos might retofit it to be more of a large gunship tho.
Malmhrid  [ophavsmand] 16. jan. 2016 kl. 0:04 
@lazurkri: I look at it more as a armored and space/atmo transition capable 'Blackhawk' or 'Osprey', rather than a 'Pelican' (which is more like a flying infantry fighting vehicle). It must be used accordingly. The gatling turrets are not there to intercept incoming missiles, but to support ground troops against light targets.
lazurkri 15. jan. 2016 kl. 22:47 
This really needs more gatlings, at least 2 more, to protect against incoming rockets; I've tried testing this and I usually have a missile take out one engine pod, and start spiraling in. If your intent was to create a "Combat Dropship" akin to the Pelican or Spirit from Halo, this isn't it.
dake.3601 29. nov. 2015 kl. 8:12 
Awesome:steamhappy:
KitsuneKas 25. nov. 2015 kl. 11:11 
Ah, okay. Didn't know that. Here I was trying to slap down another programmable block and use Easy Arguments (probably my most-used script, for everything with sliders from gravity drives to thrust override to multi-floor elevators, only to run into a Workshop problem keeping me from downloading the script (as well as a few others).

This is the first time that I've looked at the actions in a timer block and not been able to figure out how it works right away. Kudos to you for being able to confuse me, it's not easy to do. :D

Do you think you might be able to send me a message explaining the logic behind the timers?
Malmhrid  [ophavsmand] 24. nov. 2015 kl. 23:35 
@Goldshell: I really appreciate it, especially coming from you :)
@KitsuneSamurai: You only have to double-tap them , then they work as intended :) I'll write it down in the description.
KitsuneKas 24. nov. 2015 kl. 19:53 
I seem to be having issues with the timer blocks...well...not doing anything at all. I'm going to try and work on getting something to work, but so far I've spent a good two hours trying to work out a timer block configuration that works without putting more in, but it looks like I might have to resort to using a script to getting the thrust overrides to function smoothly. I'll let you know what I can work out!
Goldshell 24. nov. 2015 kl. 9:11 
I love your work ! Great Engineering .
Silent Hawk 23. nov. 2015 kl. 15:18 
Wow flying tank