Space Engineers

Space Engineers

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WMI Cascade-Class Destroyer Mk 3 Mod 6 [Jump Capable]
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
462.487 KB
2 Jul, 2015 @ 8:29pm
9 Jul, 2015 @ 11:21pm
2 Change Notes ( view )

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WMI Cascade-Class Destroyer Mk 3 Mod 6 [Jump Capable]

In 1 collection by Whiplash141
WMI - Whiplash Military Industries
14 items
Description
Cascade-Class Destroyer Mark 3 Mod 6
(Ardentrall Aerospace Manufacturing & Whiplash Military Industries)

---Vanilla, jump capable, rotor/piston free, and stocked for survival!---

Howdy!

This is an extensive redesign of Dwarf-Lord Pangolin's Cascade Destroyer. Be sure to check it out!

[BREAKING NEWS]: Due to a recent breakthrough in warp field technology, WMI is now able to equip all Cascades with a portable, fully-charged Jump Drive! The Cascade boasts a maximum warp range of 848.11 kilometers (wow!) with additional power systems installed to offset the power draw of the drive. The Cascade's Jump Drive comes calibrated for 5 km linear jumps; this can be easily adjusted in the ship terminal (Search: "Jump Drive - Cascade")!

Description
With the emergence and proliferation of gravity based weaponry, the demand for a compact and agile torpedo delivery system had hit an all time high. In response, the engineers of Whiplash Military Industries got to work refurbishing the venerable Cascade chassis. The result of their hard work is embodied in the Cascade Mod 6.

The Mod 6 is different from her predecessor in many ways. For one, those familiar with the Cascade platform will notice the odd shape of the nose portion of the vessel. This is because the Mod 6 boasts a compact gravity cannon located in the fore section. The gravity cannon fires shield piercing kinetic torpedoes designed specifically for the Cascade (Torpedo designation: PX-C). She is fully stocked with ammo for her projector-based main gun carrying 33 rounds in dedicated magazines plus one in the chamber for a total of 34 shots! The gun is capable of of being loaded and fired very quickly thanks to her one button fire system(see "Survival Timer Settings" to adapt the fire system for survival modes).

Among other improvements, one of the more noticeable changes is the inclusion of a fully functional oxygen system. Also, the main bridge has been redesigned to resemble that of a Caspian Frigate. Pilots of the old Cascades complained endlessly about the restricted vision of the bridge; they shall complain no more!* Also the reverse thrust capability of the Cascade has been vastly improved via the addition of two large thrusters mounted on the sides.

As a part of the new safety directive** issued by WMI's top brass, all doors on this vessel are color coded to avoid confusion! Refer to the "Door Color Code" of this manual for color meanings. The color codes in addition to the WMI Airlock and Door management script contribute to making this one of our safest vessels to date!

Please refer to the instruction panels stationed around the ship to find your way around the ship. WMI hopes you enjoy your purchase!

*Our lawyers advise us not to elaborate on this.
**This safety directive is in no way related to the recent string of lawsuits filed against WMI for "unsafe" airlocks.

Survival Timer Setup
You will need to change the reload time based upon what game mode you are playing. To modify the firing system change the execution time of Timer 4 - Reset to the following:
  • Welder "Realistic" ------------ 6 Seconds
  • Welder "x2" -------------------- 3 Seconds
  • Welder "x5" -------------------- 2 Seconds
  • Welder in Creative Mode --- 2 Seconds

Toolbar Layout
Toolbar 1
  1. Fire Main Gun
  2. Targeting Camera 1
  3. Rocket Launchers
  4. Reverse Thrust Cluster On/Off
  5. <empty>
  6. All Turrets On/Off
  7. Point Defence Turrets On/Off
  8. Main Antenna On/Off
  9. (NEW!)Jump Drive
Toolbar 2
  1. Fire Main Gun
  2. Targeting Camera 1
  3. Targeting Camera 2
  4. Targeting Camera 3
  5. Targeting Camera 4
  6. Targeting Camera 5
Toolbar 3
  1. Gatling Turrets On/Off
  2. Interior Turrets On/Off
  3. Missile Turrets On/Off
  4. Point Defence Turrets On/Off

Door Color Codes
(Not visible in dx11 due to a bug, sorry)
  • Blue ----------Bridge
  • Red ---------- Airlock
  • Green ------- Crew Quarters
  • Orange ----- Medical
  • Yellow ------ Engineering
  • Grey -------- Bulkhead Door
Tips and Tricks
  • Do not enter combat from the flight bridge!
  • When firing the main gun, listen for the firing klaxon; when it turns off, the main gun is ready to fire again!
  • Firing while turning quickly is not recommended. Dont try it... bad things happen to good people
  • Try to ignore the on screen crosshair when aiming with the targeting cameras as this is not a good measure of the impact point. Instead, the torpedoes will impact very close to the true center of your screen. Fire a few rounds to get used to how it fires :)
  • Fire while stationary for best accuracy. Attempting to fire the main gun at high speeds can cause some very unfortunate things to happen.
Update Log
July 10, 2015
  • Minor armour adjustments
  • Interior mood lighting tweaked slightly
  • Added Jump Drive
  • Added some more interior navigation instructions
  • Added 8 additional gyroscopes for a total of 19 (+1 on torpedo)
  • Added more reactors: New max output is 155 MW | Old max output was 135 MW
  • Added additional small thruster
  • Added more screenshots :)
  • Blueprint art updated to reflect changes
Other Notes
This ship won 2nd place in the Killer Vanilla Round 3: I Am Become Death[forum.keenswh.com] competiton! Check out the other great submissions for some neat player made weapon systems :D

Thanks for stopping by!
Any questions comments or concerns are welcome! I hope y'all enjoy :)
- Whiplash
4 Comments
weird carrier thinky 7 Mar, 2018 @ 5:50am 
l
Kara Vaki 9 Dec, 2017 @ 1:52pm 
It seems that the torpedos do nothing but crash into the ship itself now :(
nicefu 26 Nov, 2016 @ 8:11am 
Hi authors, just to let you know i observed ingame that behavior of welder and projector had changed. These are observed when i loaded a savegame (last saved Mar 2016) into the stable branch (ver. 01_157_013 64-bit, build 2016-11-25 06:47) in single player creative.

Sensor at front of torpedo does not get constructed. Maybe welder range has changed?
Position of projection of the torpedo has changed; original offsets, pitch, yaw, roll does not project the image correctly into torpedo tube. After some trial and error, the following settings got the projection back into tube in my game:
Hor. offset: 0, Ver. offset: -1, Forward offset: 3
Pitch: -180 degree, Yaw: 90 degree, Roll: 0 degree
Matthew Spindler 4 Jul, 2015 @ 6:11pm 
Nice work man, very cool.