Space Engineers

Space Engineers

52 ratings
PFS - DDH - Jaculus Artillery Destroyer
   
Award
Favorite
Favorited
Unfavorite
Type: World
File Size
Posted
Updated
581.465 KB
24 Nov, 2014 @ 5:30pm
28 Nov, 2014 @ 4:34pm
2 Change Notes ( view )

Subscribe to download
PFS - DDH - Jaculus Artillery Destroyer

In 1 collection by Lord Commissar
Phoenix Fleet Systems
34 items
Description
Update 11/28/14 - Reworked the turret controls to use remotes instead of rotor velocity, allowing greater precision for turret aiming (be sure to read the turret control guide below)

Mass: 2,338,734 kg
Acceleration: 6.21 m/s^2
Weapons: 4 gatling turrets, 2 Railgun turrets (2 Railguns per turret)
Storage: 1 large container, 3 Small containers per Railgun turret
Connectors: 2
Refineries: 2
Assemblers: 6
Drills: 2

The Jaculus is designed to be a sleeper ship. It is capable of being fully self-sustaining though its ability to mine, refine, and assemble its own ammo. It is also capable of operating off minimal power using batteries, thereby lowering its emissions and remaining invisible to enemy sensors. If need be, it also features several solar panels to allow it to recharge its batteries without the use of its reactor. Finally, it features a camouflage pattern to help it to blend in visually with its surroundings (blends with Caldari skybox)

All these systems allow the Jaculus to wait behind enemy territory and remain hidden until it is time to strike. When the target is in range, packs of Jaculi can ambush enemies and disable ships with their long range railguns, ensuring that they never get the chance nor the range to fire back.

The ship is lightly armored, preferring to use its speed and range to defeat an enemy.

Turret Control Guide -----------------------------------------------------------------------------------------------

IMPORTANT! failure to follow these guidelines will result in turret explosions

the turrets controls are preset to the consoles to the left (rear turret) and right (front turret) of the primary console on the bridge (bridge lower level)

to set up a console for the turret, these are the necessary controls:

1 - turn the respective turret's railguns (on/off) - labelled as "front turret railguns" or "rear turret railguns" in the interface - this is very important as, unfortunately in current SE, you cannot fire individual weapons. firing the railguns will fire both turrets, which could cause collateral damage if you do not have both turrets aimed at your intended target.

2 - fire railgun control - you need to use your dakka, after all, right?

3 - remote control for the respective turret (control) - this will be labelled as "front turret control" or "rear turret control" in the interface

4 - camera (view) for the respective turret - labelled "front turret camera" or "rear turret camera" in the interface

5 - VERY IMPORTANT - you need the rotor controls for the respective turret - labelled "front turret rotors" or "rear turret rotors" (decrease rotor torque & increase rotor torque). The Ability to control your rotor's torque quickly and easily is essential for operating the turret effectively. A decrease in torque will cause the turret to become more sensitive to your commands, and a increase in torque will do the opposite. This gives you added precision by giving you a sensitivity level that you find comfortable. However, you should not decrease the torque too much, at the risk of moving the turret too quickly and cause damage. All turret commands MUST be made carefully! DO NOT OPERATE AGGRESSIVELY OR EXPLOSIONS WILL OCCUR!

Finally, it is ABSOLUTELY IMPERATIVE that you maximize rotor torque when the turret is not in use. If you fail to do so, the turrets will move freely while the ship itself is maneuvering, which can cause collision damage, as well as thruster damage (on the rear turret).

For convenience, it has already been added to the primary flight console (and it is suggested you add it should you choose to control the ship from anywhere else) - the ability to control all turret rotor's torques so as to lock them down before manuevering, or release them quickly for your gunners

the control of all rotors is simply labelled as "Turret Rotors" in your interface, and you will need (Decrease Torque & Increase Torque) on your toolbar

Some have asked about donations. Obviously you needn't feel obliged, but anything is greatly appreciated and you have my thanks!
https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=9LSL72A775HBJ
40 Comments
ViccyQ 17 Sep, 2015 @ 7:54pm 
In that regard. the color would help in this situation.
Lord Commissar  [author] 17 Sep, 2015 @ 3:35pm 
you must keep in mind what i ship is meant for. if your artillery is getting shot at, you're doing something wrong.
ViccyQ 16 Sep, 2015 @ 11:37pm 
Too dark, easily distroyed. looks good though.
jb_aero 29 Jan, 2015 @ 9:23am 
Today's update is perfect for this ship. Isolated firing controls :D
TwinChops 14 Dec, 2014 @ 8:40pm 
LOL, i was replacing the drills and thinking: "WTF Did this Idiot to the Ship, Drills omfg!"
Then i was Reading the description, and now iam the Idiot :D

Really Nice Ship that you have build there :D
MONKWORKS 11 Dec, 2014 @ 6:39am 
cool thanks
Lord Commissar  [author] 10 Dec, 2014 @ 7:35pm 
it is a mod - industrial thrusters
MONKWORKS 10 Dec, 2014 @ 3:55pm 
Dark Lord - Its a great ship hands down. I don't understand one of the images... Its a top town view and you have added some text.. At the back of the ship looking top down. I see 4 Thrusters and moving right to left a ribbed pattern behind the Thrusters...Just doesn't look like anything vanilla. I'm sure your right but i just don' get it..there is no mods in play here?
Tempesta 10 Dec, 2014 @ 4:47am 
haven't downloaded it but your ship looks visually beautiful, what nice work!!
Lord Commissar  [author] 9 Dec, 2014 @ 7:07pm 
what are you referring to? the engines are not stacked