Space Engineers

Space Engineers

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T.N.F. Frigate Class 'Lancehead' Mk.III
   
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Type: Blueprint
File Size
Posted
Updated
48.182 MB
20 Oct, 2015 @ 3:13am
1 Jan, 2021 @ 3:43pm
16 Change Notes ( view )

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T.N.F. Frigate Class 'Lancehead' Mk.III

In 1 collection by Malmhrid
The Trans-Neptunian Fleet
36 items
Description
Lancehead-class frigates are heavily armored warships specifically designed for long-range raids and assault strikes. Almost the size of a corvette, it does have all necessary capabilities to conduct long, independent cruises, including a refinery, assembler and mining drone. Its forward propulsion comes mainly from its Mass Driver, located in the rear. In order to bolster its offensive capabilities, a weapons module with missiles can be attached to the keel.

Lancehead crews are thouroughly tested and carefully selected based on mental toughness and cohesion, as spending months in the cramped and claustrophobic enviroment of the ship’s interior will take a heavy psychological toll. The small size of the crew also necessitates crewmembers who can take on multiple roles and handle these under pressure. Lancehead crews are therefore considered high-end, or even special forces, by the Fleet.

Although personal non-standard warpaint is forbidden by Fleet regulations, due to their status it is generally overlooked and accepted that Lancehead captains paint the frontal sloped armor sides to resemble eyes. This, coupled with the ship class name, makes giving the ships snake-related names normal practice.


General characteristics:
-Crew: 4+1
-Length: 85 m
-Width: 32,5 m
-Height: 25 m

Armaments:
-4x Gatling turrets
-4x Missile turrets
-8x Light (interior) turrets
-4x Nose-mounted rocket launchers
-4x Kinetic optically guided missiles

Countermeasures:
-5x Fixed decoys
-2x Decoy launchers


Features:
-An offensive payload rack with four kinetic missiles using Whip's Missile Guidance Script, ready to fire from toolbar #5.
-Has a Gravity Propulsion System which can accelerate the ship to 104 m/s in 12 seconds, or 9 seconds when combined with the rear thrusters.
-Reverse Gravity Propulsion System which will, when activated, decelerate the ship at an acceptable rate.
-Organized the Gravity Propulsion Systems into three timer blocks: One for forward movement, one for backwards movement, and one to deactivate both Gravity Propulsion Systems.
-Several combat repair welders throughout the ship, increasing the toughness of the armor and weapons.
-Bridge with LCD-screens showing the ship’s status (using MMaster’s LCD 2-script), control stations and a programmable block as the ship’s log.
-Decoy launchers, creating and launching a standard detachable decoy.
-An internal projector to aid in repairing the ship.
-An exterior drone bay with a Ceres standard mining drone.
-One Jump Drive with a range of 250 km.
-Airlocks compatible with T.N.F. ships and stations.
-Air vents are placed in ventilation shafts to save interior space.
-Automatic section lockdown when a leak is detected (Using Mmaster’s and Morphologis’ Oxygen Lockdown script)
-No rotors nor pistons.
-Contains fuel, ammunition and components – tested in survival.


Available T.N.F. Drones:



http://sp.zhabite.com/sharedfiles/filedetails/?id=470646133




http://sp.zhabite.com/sharedfiles/filedetails/?id=470957115




http://sp.zhabite.com/sharedfiles/filedetails/?id=470234199


Known issues:
-If you are having trouble with friendly turrets firing on your decoys, try downloading the blueprint here. Then load this blueprint into the launcher projectors.
-Trying to launch a decoy at high speed may cause the welders to build the decoy into the ship, jamming the launcher.

Acknowledgements:
▪ The radar panel uses Whip’s Turret Based Radar script by Whiplash141.
▪ The information screens use MMaster's LCD 2 script.
▪ The screen showing the ship's heading is using Whip's Artificial Horizon Redux script by Whiplash141.
▪ Diagnostics screen is using the SIMPL|Ship Integrity Monitoring Program Lite script by Whiplash141.
▪ The missiles’ targeting system is controlled by Whip's Optical Missile Guidance Script by Whiplash141.
28 Comments
MadnessTA 16 Jan, 2016 @ 5:57pm 
Thanks, Now my survival lancehead can fire Missiles again! :D
Malmhrid  [author] 16 Jan, 2016 @ 5:40pm 
Malmhrid  [author] 16 Jan, 2016 @ 12:06am 
@Daydream: I will!
MadnessTA 30 Dec, 2015 @ 10:06am 
The missiles have the same issue the decoys do, Can you put the missiles blueprints on the workshop?
Malmhrid  [author] 21 Nov, 2015 @ 12:44pm 
@kemlee12345: Not by an internal mechanism. There is a reload projector on the missile module, but external welders are needed to construct a new missile.
BlckWter 21 Nov, 2015 @ 11:47am 
are the missiles reloadable
JohnJohn83uk 10 Nov, 2015 @ 11:27am 
@Malmhrid, havent tried on sp yet. Id give it a try next time im on.
KitsuneKas 9 Nov, 2015 @ 6:16pm 
I figure it'd be better to spread my comments around a bit instead of taking over your comments section in the collection, so here I am!

I managed to get the airlock control script working properly in this ship, and quite nicely too. Here's a link to the world if you want to see what I did: http://sp.zhabite.com/sharedfiles/filedetails/?id=551393567

I also described the configuration in the description, so you can know what arguments are used where, something I don't think you can see from the setup actions menu.
Malmhrid  [author] 9 Nov, 2015 @ 2:10pm 
@JohnJohn1983: I am having the same problems when I paste large grid ships while on a friend's server. Does it happen in single player for you also?
JohnJohn83uk 9 Nov, 2015 @ 1:06am 
Im trying to spawn this in but it wont paste in. I load it, have it on screen, left click and it makes the noise as if it pasted but nothing shows.