Space Engineers

Space Engineers

SG-A T3 Tempest Atmospheric Dropship
14 Comments
[ApDev] Rainbow Dash 6 Mar, 2017 @ 9:16am 
There is a bug with this .. well 3 bugs: 1st if you try to remove a block from it something explodes on the left side
2nd if i disable the ship for maybe 10 minutes and re-enable it it begins to rotate sharp forward and destroyes itself
3rd when i fly it begins to move downward with the nose so i can't really fly without that cousing crashes
Stratus 12 Jul, 2016 @ 11:09am 
I like this guy even MORE!! +1
bread bank 2 May, 2016 @ 5:55am 
what vehicle is it
Avardent 29 Apr, 2016 @ 6:17pm 
You make awesome things!
Nilz 26 Dec, 2015 @ 4:15pm 
i made a varient on my copy that has 2 turrets on the upperside and lower side of the ships wings (4 in total). also yes i noticed that the lower one was interfearing with the ships door lock. however i simply moved the lower one so far back that it does not (although it does make approaching from the back a little annoying. but that vs having a enemy player sneak aboard and take the ship its better.

i also added another layer of light armor to the top of the wings (i found this mostly solve hits from concentrated gatling gun fire. at least for a ok amount of time.

i also moved the wing engine pods up 1 block so its firmly on the double layered wings and moved it back so its cerntered for stability, balance, and so it wont impair the pilots view of the side.

i can send you the copy ive been working on. no big changes aside from the wings. athough i dont really know how to send blueprints. perhaps message me when your online and ill paste it for you to check it.
Hellothere  [author] 26 Dec, 2015 @ 5:20am 
@ The ill venom415 Well glad you liked it
@ Nil Chaos Placing a turret under the wings will interfere with the door mechanic due to the turret's overly large hitbox. In order to do this properly the wings have to be redesigned. Since I like the current design largely as it is, it probably won't get changes beyond minor tweaks.
However, when I upload the demo map with the different attachments, I might also add a better armoured and armed alternative version of the Tempest. This is also where reloadable rocket launchers might go since the current design doesn't really have the space for the necessary conveyors.
Venom415 25 Dec, 2015 @ 9:16pm 
Dude I love the design, it has that halo feel but yet... it doesnt, and I love the rover design, well done!
Nilz 25 Dec, 2015 @ 8:29pm 
a sensor on the left and right door to stop closing if a person is detected might be needed as from my crash tests if a person stands on the door and press's the button it will flip the ship resulting in lovely rotor bugs creating fireworks. lets hope rotors get more love from the devs in the future >__>
Nilz 25 Dec, 2015 @ 8:27pm 
for defence placing 4 gatling guns on the wing portions is perfect for most simple resistance. 2 on the top center of the wings can defend from most areal attacks given enough time to react. and 2 on the bottom sections of the wings (a bit back to not get in the way of the doors) can defend the door sections from invaders as well as supress areas below the craft. aiming directly at a target allows all 4 gatling guns to fire on the same target with great results.

also its cool as heck seeing the guns fire! makes it feel like a gunship.
wont have any problem with infantry and thin light armor. as well as most guided torpedos given enough range with lock on. blind spots are minimal meaning the turrets can be used as cameras by the copilot or perhaps people riding inside the ship)
Nilz 25 Dec, 2015 @ 8:27pm 
only big flaws are that the wings are made of light armor making cutting through them really easy with enough concentrated gatling guns. it can still fly without one of the engine pods but its not very agile after that.
so heavy armor on the wings, and perhaps on key areas along the top hull. totally on the area connecting the tail to the main hull (with my tests ive found that to come off waaay to easily....resulting in explosions depending on whats its carrying. gotta love rotrors T__T )

on my copy ive also added a merge block right next to the top connector allowing that to be used as a hardpoint for some of my reloadable rocket launher designs.

Nilz 25 Dec, 2015 @ 2:16pm 
as for the settings thats a real hard one.
i would say that the controls of the pilot and co pilot should be differnt.
the pilot seat (front one imo) should have the most important immidiate controls. at their disposal. and simplified ones at that. while the co pilot should have the more complex ones which can be used at their own pace.

although the best thing would simply be to keep everything neet in terms of its naming so that anyone that uses the ship can set their own controls to their liking.

i will try and go through everything on the ship again and see if i can find a good control figuration thats simplified for the main cockpit and easy to know what does what on the co pilot cockpit.

at least for default settings
Nilz 25 Dec, 2015 @ 2:13pm 
you can add ai turrets to the wings on the top and bottom. gatling guns prefered...(because friendly rocket launcher fire...hurts) and then connect them all via small conveyors to the main hull of the ship.

that way a good amount of the craft is covered in gatling gun fire. *might have to buffer the wings to make them slightly thicker so the top gatling guns can fire over the thruster pods.*

also the back merge block i think should be moved back a little to stop clipping of most designs in addition to a connector right beside it if you can squeeze the conveyors in their (will be hard)

in addition although the normal rocket launcher is more compact i think you should replace 2 of the rocket pods with 2 conveyored reloadable rocket launchers. so that you dont have a issue where your out of ammo and cant reload.


Hellothere  [author] 25 Dec, 2015 @ 1:53pm 
Well, first of all thanks for the feedback.

As for the controls, could you maybe specify where you see potential for improvement?
For me it was kind of hard to figure out which functions others might find useful.
The glide mode will probably make it into the next iteration of the craft.

The ai turrets are kind of where the compactness of the build bit me back, because I didn't really find the space to fit them in. After some time I just gave up and instead focused on making the ship nimble enough to use the static missile launchers in most situations.

However, keep in mind that this is a modular build. Instead of the rover the Tempest can also carry other modules to fill specific roles. One of those modules adds autocannons for situations where point defence is needed.

During the next weeks I will probably upload a map with different builds for the ship.
Nilz 24 Dec, 2015 @ 5:12pm 
hands down the best transport ship i have ever seen. everything easily accessable on the inside. the detail of the interior and functionality of the doors, and most importantly the simplicity in the use of the bare minimum needed blocks used to reach this 10 man + transport ship's effectivness.
beautiful.
the controls can be simplified to what the pilot really needs. right now its a bit complicated but thats alright. also a gliding control would be nice to save power
(turn on/off backward thrusters to maintain speed without using forward thrusters so long ship is downward or level)

for use in private servers as a transport ship and other wise this is perfect.

however only thing i would probably change/add is ai turrets.
its a sitting duck to most weapon systems. convyored gatling turrets to take care of enemy infantry and light resistance would be nice. in addition to missile turrets to take out enemy guided torpedos ( like the ones the glaive has).