Space Engineers

Space Engineers

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PFS - CCT - Akula Torpedo Cruiser
   
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Jul 21, 2015 @ 5:56pm
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PFS - CCT - Akula Torpedo Cruiser

In 1 collection by Lord Commissar
Phoenix Fleet Systems
34 items
Description
NOTE: This ship was created before inventories added mass. Thus, the once devastating KFT torpedoes are mostly useless. However, the KAPT torpedoes still do their job adequately.

Akula Battlecruiser

Mass: 14,644,897 kg
Acceleration: 2.23 m/s^2
Max Jump Distance: 457 km (3 drives)
Weapons: 20 Gemini Turrets, 4 Rocket Launchers, 2 Firestorm Rocket Turrets
Payload: 2 KFT II Kinetic Fragmentation Torpedoes, 24 KAPT II Kinetic Armor Piercing Torpedoes
Cargo: 82 Small Containers
Assemblers: 8
Refineries: 2
Connectors: 3
Airlocks: 2

Crew: 26
1 CO
1 XO
5 Bridge Crew - 1 Pilot, 1 Comms Officer, 1 Flight Engineer, 2 Turret Controllers
8 Engineering Crew
4 Torpedo Systems Crew
3 Medical Crew
2 Support Crew

Originally designed as an artillery cruiser, the Akula played host to large and destructive yet dumb-fire torpedoes. However, newer advances in guidance systems allowed for smaller torpedoes that were not as destructive, but made up for this with their precision. The Akula soon found itself obsolete in its intended role, as smaller torpedoes also called for smaller ships, and more suited ones were made for these technologies.

However, PFS managed to re-pitch the idea to the Navy, and continue the Akula program, based on the destructive power that these torpedoes provided. The Akula soon found itself serving in a new role as a battlecruiser - designed specifically to warp in and devastate slow moving ships of similar size.


----------------------------- USER MANUAL --------------------------

AKA the part you probably won't read ;)

Missiles ----------------------------------------------------------------------

KAPT II - Dumb fire, Kinetic Armor Piercing Torpedoes. There are 24 loaded into the primary torpedo bay. See below for instructions on deployment

KFT II - Remote controlled, Kinetic Fragmentation Torpedoes. There are 2 loaded into the forward torpedo bay in the nose of the ship. The missile can be controlled via normal antenna and/or laser antenna

1. Via the Comms Seat on the bridge, take control of the missile
2. Ensure that engines, the battery, and the antenna are all activated before unlocking the missile's connector and separating it from the ship. DO NOT activate the sensor before leaving the torpedo bay, as this will result in detonation of the missile and a premature deployment of its contents within the torpedo bay.
3. Fly the torpedo out the bay towards your target. The torpedo is most effective when used against any intruding (not protruding) parts of a ship's armor. For best results, aim for longer lines of destruction throughout the ship. In this way, the cargo will continue traveling through the interior of the ship and causing damage, rather than exiting out the other side to do no further harm.
4. Activate the sensor as you approach the target and fly towards it. Detonation will commence shortly before impact.

Bridge Crew -----------------------------------------------------------------

Comms Seat



1. Forward Torpedo Bay Doors - This opens/closes the doors to the torpedo bay in the nose of the ship. This bay houses the fragmentation torpedoes.
2. Fragmentation Missile 1 Remote Control
3. Fragmentation Missile 2 Remote Control
4. Antenna 1 On/Off
5. Antenna 2 On/Off
6. Forward Laser Antenna On/Off - this is the laser antenna in the nose of the ship at the entrance to the torpedo bay.

Flight Engineer Seat



1. Port Solar Panel Control - Activate the timer to deploy/undeploy the solar panel. DO NOT trigger again before the sequence has completed.
2. Starboard Solar Panel Control
3. Laser Antenna Piston Control - Extends/Retracts the Ventral Laser Antennae
4. Connector Piston Control - Extends/Retracts the Dorsal Connector
5. Connector Camera - View the Dorsal Connector to line up for docking
6. Gemini Turrets On/Off
7. Port Bay Door - Actvate the timer to open/close the main torpedo bay doors. DO NOT trigger again before the sequence has completed (the light color will change)
8. Starboard Bay Door

Pilot Seat



1. Rocket Launcher Control - fire the 4 forward facing rocket launchers
2. Forward Dorsal Camera
3. Forward Ventral Camera
4. Rear Camera
5. Port Camera
6. Starboard Camera
7. Connector Camera - View the Dorsal Connector to line up for docking

Firestorm Turret Control



1. Turret Camera - View the targeting camera for the turret
2. Run Turret Program - ensure that the program is running before firing
4. Timer On/Off - enable turret fire sequencing
5. Timer Start - begin turret sequencing
7. Increase Rotor Braking Torque - Use this to lock down the turret when not in use
8. Decrease Rotor Braking Torque - Use this to unlock the turret for use

To fire the turret, ensure that the program is running (2) and the timer block is on (4). To fire, press 5, then press 4 to stop firing. 7 and 8 can also be used to increase or decrease the sensitivity of the turret.

Torpedo Bay Controls -----------------------------------------------------------------



1. View Torpedo Rack Camera - this camera allows you to line up the torpedoes for transfer from the rack to the launcher
2-4. Rotation Controls for the Torpedo Rack - use these rotor controls to line up the torpedoes for transfer to the launcher
5. Open Bay Doors - Actvate the timer to open/close the main torpedo bay doors. DO NOT trigger again before the sequence has completed (the light color will change)
6. Extend/Retract Launching Mechanism
7. Rotate Launching Mechanism
8. View Targeting Camera - This camera is attached the launching mechanism, allowing for an easy view for targeting when the arm is extended out the bay.
9. Lock/Unlock Launching Mechanism Maglocks - these lock onto torpedoes for transfer from the rack, and unlock for release of the torpedoes out the bay.

Launching Sequence Guide -----------------------------------------------------

1. View the camera (1) and rotate the rack (2-4) to line up the desired rack to the launching mechanism.
2. Once lined up, lock down the launcher's maglocks (9) onto the torpedoes, and unlock the proper rack section's maglocks to complete the transfer. The rack's sections are all labelled 1-4 on LCD screens, and can be viewed via the camera. You can find the maglock controls in slots 1-4 of the tab 2 of the torpedo control console (see above)
3. Once transfer is secure, open the bay doors (if you haven't done so already) and wait for the green light
4. Activate the piston and rotate the launcher (6 and 7) to place the torpedoes in firing position
5. The torpedoes will automatically begin their thrust when they have a clear line of fire. Use the targeting camera (8) to line up your shot
6. Release the launcher's maglocks (9) to fire the torpedoes.

Loading Torpedoes ------------------------------------------------------------------

The easiest way to load torpedoes is to simply copy and paste them onto the missile racks. Switches can be found to engage autolock on the rack next to the LCD screen labels. Be sure that you turn autolock off after the torpedoes are attached.

Because the torpedoes will automatically fire their engines when there is nothing 50m in front of them, it is recommended that you only try loading inside the bay, and load from front to back. You can place 3 torpedoes on each of the 4 sides of the racks.



----------------------------- CREDITS --------------------------

Whiplash - for his rocket turret script
Zeratul - for the fragmentation missile design, which i made my own version of for the Akula
Ravric - for the blast door missile design, which i tweaked for this ship.
92 Comments
Exhale Oct 13, 2017 @ 5:01am 
Nice looking ship. However it clusterfucks and explodes upon loading
Lord Commissar  [author] Aug 16, 2017 @ 8:58pm 
burn the heretic!
DMMWolf Aug 16, 2017 @ 8:57pm 
Glory to him and the Golden Throne!
Lord Commissar  [author] Aug 16, 2017 @ 8:56pm 
I serve teh emprah
DMMWolf Aug 16, 2017 @ 8:44pm 
Nice name change btw was suprised to see new posts from this thread. Going 40k on us?
Lord Commissar  [author] Aug 14, 2017 @ 6:59am 
for a 2 year old ship, this is not surprising. honestly i don't have the time or desire to fix something keen will probably break again. the entire ship is obsolete anyway, given the guidance systems that have been developed since.

as i tell all people who report problems, i don't care if you upload your own fixed or alternate versions, so long as credit is given. but with 140 workshop items, to try and keep them all up to date is pointless.
dagriefaa Aug 14, 2017 @ 3:40am 
One or both of the missile racks cause the ship to explode on load.
BlackArmor Nov 28, 2015 @ 1:47pm 
Great look to this thing, well done.
Lord Commissar  [author] Nov 6, 2015 @ 5:30am 
always