Space Engineers

Space Engineers

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UEMC Cutlass. MK4!
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
350.208 KB
Oct 11, 2014 @ 11:54am
Dec 27, 2014 @ 12:25pm
7 Change Notes ( view )

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UEMC Cutlass. MK4!

In 1 collection by Durin
My workshop creation's
9 items
Description
(New Backstory)
The Cutlass was designed and built on Station 6 (Owned by the UEMC) after the 4th Jupiter war, to combat other small attack craft, and light frigates. When it first showed itself in battle the Cutlass was regarded as a weak craft. However, after multiple upgrades and rebuilds it became a craft to be feared. "Most of the time you se 'em in swarms. They come at you from ambush, like bees on a bear. One little sting won't kill ya', but all of 'em. Well that's another story." -Unnamed captain. (Deceased)





(Mk4) Changed the look of the fighter by adding stuff. Also changed the shape slightly by moving the cockpit up and more to the back of the fighter. Also added a anti crash system (A sensor and sound block) So you will have a harder time crashing. It can be turned on/off with the hotbar. (slight changes) Added another large reactor (this should fix the overload). Added things for the 2 spotlights. Added 4 more gats for more pew pew.


(MK3++) Slight balance change with the abount of gyros. Also added a few more small reactors.


(MK3+) Small change. I added back in the landing gear. After thinking about it i do think that it should have them, incase it needs to land on a hostile area where it can't use it's back conector.


(MK3) Hello again everyone. I have come back to give the Cutlass a little paint&body work. I also added reloadable missle launchers to give it an extra punch to pack ;). Check out the change list at the bottom.


(MK2) YEAHHHHHHHHHHH baby super upgrade 2.0 is here. After the fighter review guy (Ж terzaerian Ж) reviewed the Cutlass i was made aware of how much work it needed. Not just removing the broken pally railguns, i also removed the arc reactor, small landing gear, and that one thruster thats name i can never remember. I will post links for all the mods used now in the ship. Hopefully this will fix most of what was wrong with it. Oh and i gave it a new paint job. :D


(MK3)
-Added a mid cargo thingy to hold more bullets and enable me to strap on reloadable missle launchers.
-Reloadable missle launchers.
-Some paint work. (not a big deal, but hey it's something)
-Added another mod to let me pack in gyros better.
-More small reactors to help incase the main one is lost. (also should help with that pesky overload >:(
-Some gyros spread out through the ship to make it less easy to cripple.
-Thrusters facing backward to be backups incase the 2 main thrusters are lost.


(MK2) List of stuff.
The fighter is very fast (idk exactly how fast)
It has 8 gats for weapons.
It has remote control and a camra.
The power will go into overload if you do crazy spins but other then that it's good.
It also has no landing gear it's made to dock with its rear docking conector.
The guns are all on conveyors.
New paint as of 2.0.



List of all mods used. (anything not listed is not used)
Industrial Thruster (Sage)
http://steamcommunity.com/sharedfiles/filedetails/?id=318305397
Armor Thrusters
http://steamcommunity.com/sharedfiles/filedetails/?id=295393216
White Flavoured Armor Thrusters
http://steamcommunity.com/sharedfiles/filedetails/?id=298283739
Encased gyroscope.
http://steamcommunity.com/sharedfiles/filedetails/?id=340933439
Landing gear small.
http://steamcommunity.com/sharedfiles/filedetails/?id=305407372

Credits.
Me. (dur dur)
Ж terzaerian Ж for a nice review that helped me know what needed work.
38 Comments
Full Review at The Fighter Review: Issue 8

Aesthetics: ★★★★☆

I was not expecting a redesign of the hull, but I quite like the slightly different direction the redesign takes it. It retains

the old wedge shape but dissolves into a three-hulled shape which is quite striking.

Systems: ★★★★☆

The paring down of mods and adjustment to the systems is excellent - the two Industrial Thrusters flow well with the engine pods.

My only caveats are that the reactor will sometimes overload during a steep turn, and having no accelerating thrusters but the two

Industrials could leave the ship adrift if they get shot out.

Armament: ★★★★☆

The eight (functional!) cannons are a good loadout, and their tight grouping - which synergizes well with the Cutlass's

maneuverability - give it great potential as a heavy dogfighter.

Score Adjusted to: 4 out of 5 ★.
󠀡󠀡 Nov 7, 2014 @ 3:53pm 
lol
ok bye
󠀡󠀡 Nov 7, 2014 @ 3:53pm 
wutever
󠀡󠀡 Nov 7, 2014 @ 3:52pm 
Still... you don't need THAT many thrusters
Wuufles: even with a dozen gyros, turning will still be sleepy with insufficient amounts of thrusters along the six degrees of freedom.
Durin  [author] Nov 7, 2014 @ 3:22pm 
Wuuffles I want it to be fast.
󠀡󠀡 Nov 7, 2014 @ 3:15pm 
Maybe they are neccessary in some places but... seriously, don't you think that's kinda too many thrusters
Durin  [author] Nov 7, 2014 @ 3:12pm 
Ж terzaerian Ж Thanks m8.
Wuufles: hello again. As I state in the article I'm not anti-mod, I just think that 1) when mods are used they have to be documented, especially for blueprints, and 2) that you should only use mods that are really necessary. For some designs, things like armor thrusters are indeed necessary. Others, like arc reactors, not so much - in a small ship you never typically *see* the reactor nor is there occasion to use the amount of power said reactor would put out.

Ben: I will gladly give it another look for next week's issue.
󠀡󠀡 Nov 7, 2014 @ 2:59pm 
@Ben, holy shit dude, do you really need that many thrusters... on the sides, no less...