Space Engineers

Space Engineers

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PFS - BCG - Sybaris Battlecruiser
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Type: Blueprint
File Size
Posted
17.529 MB
1 Jul, 2020 @ 3:23pm
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PFS - BCG - Sybaris Battlecruiser

In 2 collections by Lord Commissar
Phoenix Fleet Systems
34 items
Typhon Initiative
10 items
Description
No Mods, Survival Ready

Sybaris Guided Missile Battlecruiser

Mass: 12,003,300 kg (empty)
Acceleration: 1.4 m/s^2 (Ion Only), 6.2 m/s^2 (Hydrogen Assist)
Jump Range: 1249 km
Cargo: 3 Large Containers, 11 Medium Containers, 36 Small Containers (1.9 ML)
Hydrogen: 15 Tanks (101.3 ML)
Oxygen: 21 Generators, 31 Tanks (3.1 ML)
Power: 34 Small Reactors, 16 Batteries (702 MW)
Weapons: 3 Rocket Hydra Turrets (8 Reloadable Rockets each), 8 Gatling Hydra Turrets (10 Gatlings each), 11 Missile Turrets, 8 Gatling Turrets
Payload: 34 Eidolon Class HE Missiles
Hangar Capacity: One shuttle or fighter
Crew: 10 - 1 CO, 1 XO, 1 Pilot, 1 Missile Operator, 1 Medical, 3 Engineering



Lore

Although the Eidolon was created to epitomize the long range focus of the Typhon Initiative, many in the Navy still had a more traditional mindset. There was a continuing desire for large, heavy ships that could be used to escort more vulnerable ships.

The idea was somewhat controversial within PFS's new generation of leaders, who had been looking to downsize ships and let the days of battleships and dreadnoughts drift away. However, after much debate, it was decided that a battlecruiser could take on the same role that battleships used to perform, and in fact perform that role much more efficiently. Although artillery ships would still be the standard of war, it was obvious that heavy ships were not going away any time soon, and could at the very least provide protection to the more vulnerable artillery ships.

Thus, the Sybaris was created: a ship that could not only escort, but also provide a great amount of long range offense on its own. With 34 missiles and 11 Hydra turrets, along with more standard weapon platforms, the firepower of the ship is simply unmatched by the rest of its class.

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

Tab 1
  1. Hydrogen Thrusters On/Off
    note that reverse thrust is only provided by hydrogen thrusters
  2. Gatling Turrets On/Off
  3. Missile Turrets On/Off
  4. Hangar Bay Doors Open/Close
  5. (Empty)
  6. Missile Bay Doors Open/Close
  7. Missile Bay Welders On/Off
  8. View Bow Targeting Camera
    This camera is stationary and provides targeting for the missiles in either beam riding or lock on mode
  9. View Turret Targeting Camera
    This camera is attached to a mouse controlled turret, and allows the missiles to lock on to targets that are not off the ship's bow. NOTE: This camera does not work for the beam riding mode

Tab 2
  1. Fire Single Missile
  2. Fire Port Missile
  3. Fire Bow Missile
  4. Fire Starboard Missile
    NOTE: Button 1 will fire every missile, but does so in the order of port, bow, then starboard. Pressing buttons 2-4 allows you to skip this firing order and specify which side you want the missiles to fire from
  5. Fire All Missiles
  6. Kill Active Missiles
  7. Lock On Mode
    Use this when in lock mode to start searching for a target with the targeting cameras.
  8. Lock Off
    This button will break any active locks
  9. Toggle Targeting Offset
    This switches the missiles between targeting either the geometric center of the target, or targeting where your camera is pointing on the target

Tab 3
  1. Switch Guidance Mode
  2. Switch Missile Spiral Mode
  3. Switch Missile Topdown Mode

BEFORE FIRING
  1. Turn the welders on to produce the missiles. Failure to turn off the welders BEFORE launching can result in catastrophe!
  2. Open Bay Doors BEFORE firing (There are indicators to let you know the door status on the bridge)

LOCK MODES

Camera
This mode uses either the bow camera or the targeting turret's camera to lock on to a target. Hit the lock on button to begin searching for a target. You will hear the sound change from a double to a single beep when the lock is acquired. Break lock with the lock off button

Turret
This uses the ship's gatling turrets to pick targets. Just fly within range for the turrets to pick a target, and fire missiles when ready

Beam Riding
The missiles will fly wherever the ship is pointing. Use the ship's bow targeting camera to guide them.

NOTE

There are several systems on the quickbars which are accomplished through timer blocks. You should NEVER attempt to control these systems manually, or through the timers that are not on the quickbars. This can break the sequences and lead to errors.

Credits
MMaster - Automatic Configurable LCD
Whiplash141 - Artificial Horizon, Radar, Airlocks, WHAM, LAMP, Mouse Aimed Rotor Turret
5URG3 - For the awesome GIF image

Misc
Interested in learning about the lore behind these ships?
16 Comments
CrimsonAdder 17 Feb, 2021 @ 4:21pm 
likely separate LAMP PB for each missile group
Dude 17 Feb, 2021 @ 1:03pm 
Fire Port Missile
Fire Bow Missile
Fire Starboard Missile

LAMP Fires sequentially so how exactly is this achieved?
Sintharia 19 Jan, 2021 @ 2:21pm 
Amarr victor!
TORGMASTER 2 Dec, 2020 @ 8:10am 
@Lord Commissar
very good man!
i like it and the other ship!
if you want, accept my friend request!
:D
Stuxnet Victim 10 Jul, 2020 @ 9:34pm 
Don't listen to that -1 guy, he's just jealous
Lord Commissar  [author] 7 Jul, 2020 @ 1:12pm 
by that logic you should start criticizing 90% of this workshop. People like big ships. We understand that they aren't practical. The point is to try and make them as un-pointless as possible.

In fact I built a ship before this one, (Eidolon) that was tiny with 16 missiles and would surely murder this thing any day. But it has half the subscriptions.
-1 7 Jul, 2020 @ 8:37am 
too expensive to build, complicated to control
small atack shutle with like 8missiles prob will kill this behemoth,
or simple you not find self worth enemy
also for huge combat it will eat all simspeed
-maybe in some way is good ship for crash scenario it have some meat to be scraped
Lord Commissar  [author] 2 Jul, 2020 @ 8:06pm 
@jimbo1676 lore wise, the "sausage" shape as you call it is simply for efficiency of missile emplacements while also maintaining a low frontal profile. it also allows for good broadside emplacements and armor.

On a personal level, i believe flying wings to really be much better suited to real combat, as they present more weaponry to targets off the bow and allow for maximum engine emplacements. However, SE's atrociously short range weaponry will always force a close quarters battle, and a "sausage" broadsider will likely do better than flying wings here due to their emplacement locations and thicker side armor. it's a tradeoff, and why i use flying wings as artillery ships like the Eidolon.

On a more superficial level, ships like this are also just a design choice for aesthetic purposes.
Jarf 2 Jul, 2020 @ 7:26pm 
OMG that's allot of missiles.
CrimsonAdder 2 Jul, 2020 @ 6:40pm 
the vacuum of space is a terrible way to protect yourself from any wavelength of radiation, possibly the very worst way