Space Engineers

Space Engineers

'Kirov' Class Battlecruiser [OBSOLETE]
44 Comments
FPC  [author] 4 Jan, 2017 @ 1:41pm 
The torpedos are currently broken due to game changes. This ship and its torpedo's are undergoing a modernization refit. Ship will soon function again, with additional functionality such as a gravity drive script to integrate it seemlessly with the thrusters.
FPC  [author] 20 Jul, 2016 @ 8:49am 
Any time!

Note, this has severely degraded function in Dev branch. Once Stable Branch gets the API update I will work to update the various scripts.
Marziopan 20 Jul, 2016 @ 7:33am 
Thanx :)
FPC  [author] 20 Jul, 2016 @ 5:32am 
If I recall launch manager arguments are MODE:0 MODE:1 etc
Marziopan 20 Jul, 2016 @ 4:25am 
Hey, nice ship! What are the arguments in the timers used to switch between homing missile modes?
overwerk 10 Jul, 2016 @ 9:14am 
why al the timers don't work, i don't know how to use the scaner, or how to lock thing, even if i use alyseum scripts on my builds
FPC  [author] 10 Jul, 2016 @ 8:03am 
That is correct. I will be re-uploading with a new steam ID number, once it goes stable and I get her back in ship shape. Try it in stable branch for now.
overwerk 10 Jul, 2016 @ 7:29am 
i think it is beacause the scripts don't work in dev branch, there is compilations erors when i try to recompile.
FPC  [author] 9 Jul, 2016 @ 4:05pm 
I believe many of the timers are off by default. Make sure all timers on, PB on, and PB are recompiled after ownership set. Then load the projector with the torpedo, and off you go.
overwerk 9 Jul, 2016 @ 4:02pm 
can you upload a video tutorial of the fonctionalityes of the ship, the timers seep to do nothing for me
[FarStarGamer] Idartacus  [author] 8 Jul, 2016 @ 6:06am 
Was honored to work on this beast with Fowl !
Daleks2377 7 Jul, 2016 @ 11:26pm 
Oh, I remember this impervious thing. I see its amazing as ever!
FPC  [author] 7 Jul, 2016 @ 7:34pm 
Had fun as well - thank you sir!
Krougal 7 Jul, 2016 @ 7:34pm 
Yes, for the public record, I was doing it wrong.
These torps are pretty brutal!
Thanks for the demo, always fun to hang out with new people and blow shit up!
FPC  [author] 7 Jul, 2016 @ 7:27pm 
Just showed Krougal in creative
Krougal 7 Jul, 2016 @ 5:46pm 
If you didn't get any messages from me, and/or if you sent any messages to me, then we need to delete and refriend each other. I've had this happen a few times for some reason.
Did downgrade to stable and hop on the server but kept getting dropped.
FPC  [author] 7 Jul, 2016 @ 4:25pm 
64 would be fine for floating object. I have this in a public server with only 32 and it works. Someone printed a lil IMDC Atlas torpedo frigate and there was nothing left after 1 missile.

The last time someone could not get it to work, we realized he had damage disabled on his creative server :-p heh

Friended ya. Will show you a few things to get your creative juices flowing, if I see you online.
Krougal 7 Jul, 2016 @ 4:14pm 
<facepalm>
Uhhh...yeah...floating objects whatever default is...56 or 64 or something.
New(ish) lab world and I always forget to adjust it.
FPC  [author] 7 Jul, 2016 @ 3:57pm 
Should be 4 stacks in each container on the torp, 10K each stack. If I recall, 120K Iron total, plus 5K steel plate.. Minimum range is 1KM - Max range is around 100km, but in practicality, render range. Just tested and its working fine...Happy to go in creative or survival with you and demonstrate. Also, I will say if your sim speed is very very low, or if your floating object count is set very very low, these do niot function well. Not sure what settings your running.
Krougal 7 Jul, 2016 @ 3:52pm 
4 stacks of 10k each, think SP & grids were single stacks.Sucker was close to 500k, could not reach max speed in 2km. Which really, any PWM not traveling fullspeed does a lot less damage than it's true potential.
FPC  [author] 7 Jul, 2016 @ 3:48pm 
Were the stacks split or in one stack in the torp?
Krougal 7 Jul, 2016 @ 3:47pm 
So completely ineffective was a bad statement (was getting sleepy) very underwhelming for their cost would be more accurate. It did a fair amount of damage but I was expecting it to gut the target. They were loaded, 40k kg iron ingots per connector...100k SP & 100k grids in welder.

The torps I use are friends designs so wouldn't be right of me to publish them, but I'd be down for hosting some MP to show stuff.

To be clear...just sharing notes & trying to "talk shop" here...I know a little, but I've got just as much to learn as the next guy. (just saying cause I can come off a little abrasive, and I'm usually trying to be funny) Still LG torps are a hardsell to me :P

Oh, also using dev, which I assume you aren't (cause scripts). I don't think any changes relevant to PMWs were made, but you never know.
Alysius  [author] 7 Jul, 2016 @ 8:47am 
I tested the torpedos and it does do huge amount of damage if ores are inside. And also, looks like your thumbnail is still the old one, which is hard to attract users to subscribe.
FPC  [author] 6 Jul, 2016 @ 9:40pm 
If it did no damage, the ore was not loaded properly. I will be uploading a video tomorrow demoing. Should pen approx 16 heavy armor blocks per hit. And they maneuver pretty well vs large grid ships of any size, unless they are extremely quick; which is a general limitation of all cruise missiles [max speed]. Please upload your improved designs however - curious to see them and learn!! :)
Krougal 6 Jul, 2016 @ 9:13pm 
Large...meh...too expensive..and too slow...yours was completely ineffective at 2km against a ship made of tissue paper, because it is far too heavy for 4 ions. Even with the gravity assist.

Actually detonating before sensor range is a plus...I'm just too lazy; we've found spread from 100m out does even more damage.

So yes, your frontal survivability is very good actually. I fired 8 into the torpedo bay and while they gutted the entire crew quarters they didn't penetrate into engineering.

By comparison a single torp fired directly at engineering...well it wasn't pretty...the secondary kill from free gyros actually crashes my game before I can get a screenshot off.

Like I said though, all in all this is one of the better warships I've seen. I've definitly picked up some good ideas from it, so thanks!

FPC  [author] 6 Jul, 2016 @ 8:28pm 
I will add; small are far more efficient. Large are far deadlier. Most ships are one hit quitters for this ships torpedo.
FPC  [author] 6 Jul, 2016 @ 8:26pm 
Those are find. However, I find the warheads to be useless, as turrets explode them well before sensor range. Also, they tend to not do much, small grid vs blast block, but do work vs hvy armor OK. Ribbing helps; they sometimes get stuck.

I would avoid warheads.
Krougal 6 Jul, 2016 @ 8:18pm 
I'm not talking about ore torps. I'm talking about small grid guided torps, made out of heavy armor rods with a warhead that breaks them apart when they get in sensor range of target. They're pretty devastating.
FPC  [author] 6 Jul, 2016 @ 8:10pm 
Think again.

first torp that hits, will have its ore expelled out of the ship rather than through it. Grav shield prevents main damage.

Successive shots or the first shot leave enough junk floating in your ship that you have to turn it off or spin wildly, however. Additionally, a second shot hitting the same spot just penetrates too well for grav shields to counter.
Krougal 6 Jul, 2016 @ 7:33pm 
Gravity shields don't do anything to torps that don't have a-mass blocks though.
That isn't saying anything against your design either; we've found nothing really capable of stopping them.
FPC  [author] 6 Jul, 2016 @ 7:14pm 
Grav shield + space armor and bulkheads allows the kirov to survive some torps head-on, but a couple of them will still knock out its torp bay and force it to retreat. My 3000 block knife fight ship is designed to survive 1 torp if its grav shield is on, and does; second one always kills it however. is what it is.
Krougal 6 Jul, 2016 @ 6:58pm 
Oh. Yeah, those are pretty devastating. I've not messed much with them myself, but I've seen them in action a few times.

So the spaced armor was less effective than I hoped against a few rod torps, but really nothing is. The physics engine is shit.
FPC  [author] 6 Jul, 2016 @ 6:49pm 
Connector would be used to load a cargo container with stacks, and a added grinder would grind it to release.
Krougal 6 Jul, 2016 @ 5:00pm 
Well, I'm asking for general design purposes. Connector can only eject I think it was 3kl of material per ejection (so like 1000 steel plates in 1-1-1), which was what I was testing against. 9.8m/s lost per gen for every second in the field, I'm assuming that's flat across the board. Does the mass of the projectile affect that? Hmmm...considering it affects grav drive acceleration, I guess it would affect projectile deceleration as well. I need to do more scienceing.

For torps I prefer SG steel rods with a warhead to seperate & spread them before impact; the only defense against that is getting your ass out of the way. They're also very cheap :)
FPC  [author] 6 Jul, 2016 @ 4:21pm 
krougal - it doubles for the gravity drive. And the higher G saves your bacon vs heavier charges. and vs torpedoes like the ones fired here. At least, the first torpedo. It wont help much if a second is right behind it. Additionally...I intended to set up eventually to allow the kirov to, with empty hanger bay, to fire an ore charge from where the connector is, using the grav gens as well. Giving it a standard cheapie ore cannon in addition to guided cruise missiles.You can remove grav gens from engineering section, if you feel you need weaker grav drive or grav shields.
Krougal 6 Jul, 2016 @ 4:09pm 
Totally badass! This is one of the best large warships I've seen in SE.

Not to detract from that, but I've been doing some sciencing on grav shields, and 2-3G (provided field extends a good distance from the ship) is sufficient to cause enough deflection against a gravity cannon (at vanilla max speed), why 19G? Am I missing something?
FPC  [author] 6 Jul, 2016 @ 8:47am 
I do not recall off hand but you can copy it from the Kirovs BP. Use a 3-5 second timer running PB and starting itself.

I may reupload this BP-some timers and Program block are turned off, so must be turned back on before use. For now people should search "fire", "timer, "PB" to find the blocks that may need to be turned on.
Alysius  [author] 6 Jul, 2016 @ 8:45am 
@FowlPlayChiken Your current thumbnail didn't show your ship properly. Can you go to the following directory and replace the thumb.png located at:

C:\Users\<Your Username>\AppData\Roaming\SpaceEngineers\Blueprints\local\<Kirov's Name>\thumb.png

To this one:

http://imgur.com/UDKhVW9

Then go to SE and Re-Publish your ship again.

Not very good at designing, but its better than nothing.
The Sage of Games 5 Jul, 2016 @ 2:16pm 
What script are you using that allows you to see things like fuel time and other such stats on ship status displays? That is something that I can use on my Leviathan class heavy refinery/dreadnought. Would be nice to know all ship stats without having to take a seat and sift thorugh the control panel for 20 minutes.
FPC  [author] 5 Jul, 2016 @ 1:19pm 
@ ALysius - Done
FPC  [author] 4 Jul, 2016 @ 5:47am 
Thanks Alysius, will do tonight
Alysius  [author] 4 Jul, 2016 @ 12:13am 
Your display picture not the nice angle, need a better pic. You can design it and then replace the AppData/Roaming/SpaceEngineers/blueprints/local/<blueprint name>/thumb.jpg with the nicer pic
FPC  [author] 3 Jul, 2016 @ 7:24pm 
I think I will work and get a ballistic missile script option running as well, for planetary strikes. If I can marry it to Planetscanner and GFD...mwahahahah
TheOddOracle 3 Jul, 2016 @ 7:20am 
Kirov reporting!