Space Engineers

Space Engineers

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T.N.F. Light Assault Fighter 'Broadwing' Mk.III
   
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Type: Blueprint
File Size
Posted
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10.494 MB
Dec 21, 2015 @ 4:55am
Jan 1, 2021 @ 11:17pm
17 Change Notes ( view )

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T.N.F. Light Assault Fighter 'Broadwing' Mk.III

In 1 collection by Malmhrid
The Trans-Neptunian Fleet
36 items
Description
”Streaks of orange tracers shot past the cockpit windows. Warning shots. He had tried to outmaneuver pilots whose job it was to outmaneuver others, in fighters designed to give them every advantage. Now they were telling him to surrender or be shot out of the sky.”
-From The Fleet Beyond Neptune

With the recent Fleet efforts to construct an interplanetary carrier platform for its dropships, the need for a hybrid fighter escort became apparent. The Broadwing is an atmospheric/vacuum hybrid light fighter primarily designed for atmospheric air-to-air combat. Although it is equipped with ion thrusters and can operate in space, it will suffer from severely reduced agility due to a weak thrust-to-mass ratio.

One of the Broadwing's main strengths is its automated targeting turret, which increases the pilot’s precision of fire during combat maneuvers. Its ammunition feeder tube allows it to be replaced with a missile turret. The Broadwing's robust power system allows it to avoid being overloaded even when several of the reactors are damaged.




General characteristics:
● Crew: 1x Pilot
● Length: 10 m
● Width: 8,5 m
● Height: 5 m

Armaments:
● 6x Gatling guns
● 2x Reloadable Rocket Launchers
● 1x Gatling Turret

Features:
● Cockpit displays showing the ship’s status.
● Projected aiming reticle for when crosshairs are turned off.
● Cockpit pressurized by oxygen bottles and external air vent.
● An internal projector to aid in repairing the ship.
● Survival ready!

Known issues:
● None at the moment.

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 planet's horizon and the ship's heading is using Whip's Artificial Horizon Redux script by Whiplash141.
● Diagnostics screen is using the Manual Refresh Floor Plan Script Mk1 by Alysius.
● The rocket launchers fire single rockets only thanks to the Whip's Weapon Salvo Code, made by Whiplash141.
10 Comments
omni Nov 18, 2022 @ 6:59pm 
an idea on a way to make it capable of going from a planet to space without messing with the overall shape and design is add 1 or 2 small merge blocks on it and make a type of booster frame with hydrogen systems such as a connector or maybe a o2 gen or maybe even both that attaches and is maybe even cheap and disposable for flying into orbital combat and dropping it for maneuverability and safety of the pilot from hydrogen tanks
omni May 27, 2022 @ 2:08am 
also good work on the shuttle craft and fighter as well as the command carrier the broadwing and ghost u are very tough and robust as i took on a fleeting rival head on in the ghost u with a drop container then landed and took much more Gatling fire then took of ran fixed one hydrogen supply pipe and took off to space also maybe make a Recovery module for the ghost to recover this ship when it is damaged or needing to return to space i made a small weak crude one for the recovery of a broad sword, not sure if this was designed to make it from the earth like to space but it can't make it even fully intact
Target Nov 8, 2019 @ 11:29am 
Nvm, forgot that connectors need power to work (built a temporary battery to power stuff up) :D
Target Nov 6, 2019 @ 10:02am 
How do u fill the reactors with uranium? Can't drag it into the inventory when i interface with the connector :(
Malmhrid  [author] Sep 14, 2019 @ 3:01am 
Thank you, glad you like it! The air vent is the block directly in front of the connector, between the three armor slopes. Regarding the Floor Plan panel, it happened after one of the updates earlier this spring. I will check if the Floor Plan script is updated now, and if so I will add it to the 'Broadwing'.
Gaffelape Sep 13, 2019 @ 3:19am 
This is awesome, your whole fleet is awesome and every single ship has great design! I just have a couple of small issues at the moment. I built the Broadwing Mk.III in survival with a projector and
"show only buildable" on, so I just built as I was going. When I was finally done the projector says I'm missing 2 Corner LCD's and 1 Air Vent, and I have no clue where they are supposed to be..
The other issue, which might just be me not understanding how it works, is that the LCD on the left hand side outside the cockpit displays the ship like in your pictures, but there are alot of green and yellow lines, instead of all white lines, like in the picture on this mod post.
Aaaaand for comedic effect I will leave what I just said, and add that I just now saw on that picture where the corner LCD's I'm missing are supposed to be! Now I'm only missing an Air Vent

Thanks!
KitsuneKas Jan 9, 2016 @ 11:44am 
There is one advantage to having multiple small reactors as opposed to one large one: redundancy. If you're in combat and you have one reactor, and it gets hit, you're dead in the water, so to speak. If you've got lots of little reactors, and you lose one, your power output's gonna go down, but you can hopefully still fly.

That's why the reactor room design I've been using with my in-progress ship is a hybrid of a large reactor and a rack of small ones. The large reactor provides the bulk of the power, the small ones provide redundancy in case of a reactor breach. It can even operate with insufficient reactor power for a limited time by using the rather extensive battery bank as a capacitor of sorts.
Malmhrid  [author] Dec 26, 2015 @ 5:46am 
@Nil Chaos: I'm glad you liked it, and thank you for the suggestion! You are right of course, I decided on the current configuration to keep its relatively small size, and dividing the power sources accomplished that. I'll keep trying new configurations though :)
Nilzturm Dec 24, 2015 @ 12:23am 
very compact and efficient. i like it!. i would however remove all of the small reactors and replace them with a large reactor in the back. more efficient in terms of uranium and component costs.

you could use the space you get from removing the small reactors for other things such as more programmable blocks to say add a damage detector script or a hover thruster script and so on.

nice ship though :D
KicsiPaci Dec 23, 2015 @ 4:44am 
Pretty.:steamhappy: