Space Engineers

Space Engineers

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PFS - UVG - Shadow Unmanned Guided Missile Corvette
   
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Type: Blueprint
File Size
Posted
Updated
965.752 KB
3 Nov, 2015 @ 9:18am
4 Nov, 2015 @ 8:39am
3 Change Notes ( view )

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PFS - UVG - Shadow Unmanned Guided Missile Corvette

Description
NOTE: I cannot get the blueprint to work, in that, when copied to a world, it never includes the missiles. For the missiles, I have uploaded a blueprint here.

There is also a world file that includes both the ship and a full loadout of 5 missiles here.

MOD NOTE: Technically, the ship uses 2 mods. However, I have only listed the armor ramps as a required mod. The ship will work perfectly fine without the Phoenix pack by Tristavius. However, if you want the full experience of this ship, you can get that mod here.

Shadow Unmanned Hunter-Killer Corvette

Mass: 477,454 kg (with torpedoes), 424,630 kg (no torpedoes)
Acceleration: 14.5 m/s^2 (with torpedoes)
Length: 65 m
Max Jump Distance: 2000 km (1 drive)
Payload: 5 LARP Torpedoes
Cargo: 8 Small Containers
Connector: 1
Batteries: 4
Oxygen: 1 Tank, 3 Generators
Hydrogen: 1 Tank

Crew: Unmanned, with the option of 1 Pilot

The Shadow was developed as a more mobile and quick-response version of the Akula cruiser. Using the latest in torpedo guidance systems, the Shadow can warp into enemy territory, disable ships from long range, and warp out before they can respond.

In most cases, Shadows are unmanned, as they often rely on prolonged ambush tactics, sleeping in enemy territory until the time is right. However, this limits the Shadow's operational range to allied broadcasting radii. To realize the Shadow's full reach potential, a Shadow can be manned by a single pilot, allowing it to operate within its entire 2000 km jump range.

Laser Assisted Remote Penetrator - LARP

Mass: 10,565 kg
Acceleration: 29.3 m/s^2
Battery: 1

The LARP is the latest in remote guided missiles, allowing it to precisely disable targets up to 10 km so long as the host ship has a line of sight.


----------------------------- USER MANUAL --------------------------

Pilot Seat



1. Open/Close Door
2. Remote Control (Control)

Remote Control, Tab 1



1. View Main Camera
2. Fire Missile 0
3. Fire Missile 1
4. Fire Missile 2
5. Fire Missile 3
6. Fire Missile 4

To fire a missile, simply trigger the timer block of the one you wish to fire, and use the main camera to aim. The missile will fly towards wherever you are pointing the camera.

Although it is possible to fire and control all missiles at once, firing missiles alone or at larger intervals typically produces better results.

Remote Control, Tab 2



1. View Main Camera
2. Rotate Dorsal Camera Left
3. Stop Dorsal Camera Rotation
4. Rotate Dorsal Camera Right
5. View Dorsal Camera


----------------------------- CREDITS --------------------------

The LARP missiles utilize Whiplash's GASP guidance system, which you should get here.

----------------------------- MISC --------------------------

Interested in learning about the lore behind these ships?

32 Comments
Lord Commissar  [author] 9 Jan, 2016 @ 4:33pm 
Suscribe to the ship and the mods
Load up a world with the required mods
Ctrl+B to bring up the blueprint menu
Find the ship in the menu, double click
Ctrl+V to paste it
HexOnDuke 8 Jan, 2016 @ 7:33pm 
where abouts do i get the blueprint
talyn 3 Dec, 2015 @ 12:22pm 
:( sorry to have mod ... should make a vanilla version only
Enrike_Hamalia 21 Nov, 2015 @ 12:03pm 
Never mind I found the Manual on the workshop page for the LARP missile.
Enrike_Hamalia 21 Nov, 2015 @ 11:57am 
How do I reload the missiles after firing them? Do I have to build them and load each one seperately?
Lord Commissar  [author] 9 Nov, 2015 @ 12:50pm 
nice, i am trying to go more vanilla with stuff and i'm throwing out all my functional mods. it's just hard to sacrifice some of the aesthetic ones, especially liveries. fortunately, this ship had no need of an interior
Antti 9 Nov, 2015 @ 12:29pm 
i tryed make it full vanilla and it did work out better than i expected its not 100%copy coz u cant make 3x1 but its close enought.
Folklore "Jones" 9 Nov, 2015 @ 9:28am 
You heard of endless sky on steam? this would would be a great addition to the game.
Lord Commissar  [author] 9 Nov, 2015 @ 5:41am 
easier to slap on new missiles and reload. Also has to do with the script.
andreykl 9 Nov, 2015 @ 3:27am 
Looks nice. Any reason for merge blocks to be used for missiles? Since you use rotors you could have attached missiles directly.