Space Engineers

Space Engineers

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T.N.F. Planetary Dropship 'Rhino' Mk.II
   
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Type: Blueprint
File Size
Posted
Updated
15.328 MB
Nov 23, 2015 @ 1:21am
Jul 11, 2020 @ 4:03am
16 Change Notes ( view )

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T.N.F. Planetary Dropship 'Rhino' Mk.II

In 1 collection by Malmhrid
T.N.F. Strike Infantry
16 items
Description
Some situations are resolved by slamming missiles into the enemy, but others require strike teams of specialized infantry armed with rifles, grinders and explosives. Dropships are designed to carry these strike teams to their targets and support them after the drop. Rhino dropships are capable of delivering their payload from orbit to the surface of a planet, and then return to space.

The Rhino’s crew chief and gunner have their own control stations and can provide support with the dropship’s twin gatling turrets. Its passengers need to wear protective suits with thermal lining and oxygen in order to survive atmospheric launch and entry. The passenger seats have a supply of oxygen and hydrogen, and will automatically replenish the passengers’ suits and jetpacks during flight.

Atmospheric entry:
-When entering a planets gravity pull from space, shut down the Rhino’s ion thrusters and let it free fall to the surface.
-Engage the atmospheric thrusters and the ship will slow down from around 3000 m and stop completely at around 900 m.

Atmospheric launch:
-Engage full upward thrust with the six hovering thrusters until you reach 3500 m.
-Point the ship’s nose at the direction of travel, and activate the ion and hydrogen thrusters.
-Use the hydrogen thrusters, with the ion and atmospheric thrusters at full burn, in short bursts to keep the ship going forward until it reaches 11 000 m.
-The hydrogen and atmospheric thrusters can then be switched off, the ion thrusters delivering enough propulsion.


General characteristics:
-Crew: 1x Pilot + 2x Crew Chief/Gunner
-Length: 15,5 m
-Width: 13,5 m
-Height: 6 m

Armaments:
-2x Gatling turrets

Troop carrying capacity:
-6x Heavily equipped personnel

Features:
-Capable of atmospheric launch and re-entry.
-Cockpit display showing the ship’s status using MMaster’s LCD-script.
-Passenger seats with spare hydrogen and oxygen bottles, weapons and ammo.
-Onboard oxygen generator which provides oxygen to the pilot and hydrogen to the hydrogen tanks.
-An internal projector to aid in repairing the ship.
-Survival ready!

Known issues:
-To get the thruster override timer blocks to work, they must be double-tapped.

Acknowledgements:
-MMaster's LCD 2 script.
-The screens showing the planet's horizon and the ship's heading is using Whip's Artificial Horizon Script, made by Whiplash141.
-Diagnostics screens using the Floor Plan Script by Alysius.
12 Comments
Tora Aug 9, 2018 @ 2:15am 
I kinda think that in atmosphere, speeds greater than 300 KPH are probably out of the question anyway for an armored SSTO Drop craft. Being able to do 360 KPH which is what 100 m/s translates to is pretty good for within atmosphere and you're not really going to need more than that, as that is fast enough to get in, drop, get out or up to provide CAS. If slowing down after initial atmospheric insertion is necessary, perhaps you could choose a longer insertion path.

As for incoming missiles, perhaps a couple turrets could be used or added by whoever has the ship specifically as 'point defense' against guided missiles and unguided rockets. Could maybe dedicate a couple turrets to that end as well through adjustment of what they target. Another way to do this is to use the mod 'reactive armor' on the ship, which should defeat missiles and rockets. And yet another way to beef its defensive capacity is outfit the ship with some replenishing launchable decoys.

Just my thoughts.
Malmhrid  [author] Apr 2, 2018 @ 5:17am 
Olorin you are right, it is not designed for speeds above 100 m/s. Those who use speed mods are free to upgrade it, of course.
LHR_Olorin Apr 2, 2018 @ 12:40am 
Not designed at all for speeds greater than 100m/s. First time I tried it, crashed into the ground at 230m/s to get instantly blown up. 7/10 for bounce. Needs more/upgraded atmospheric thrusters to slow down when landing.
Drahx Jan 18, 2016 @ 9:18am 
this is grate i don't really find ships that can go planet side to atmos might retofit it to be more of a large gunship tho.
Malmhrid  [author] Jan 16, 2016 @ 12:04am 
@lazurkri: I look at it more as a armored and space/atmo transition capable 'Blackhawk' or 'Osprey', rather than a 'Pelican' (which is more like a flying infantry fighting vehicle). It must be used accordingly. The gatling turrets are not there to intercept incoming missiles, but to support ground troops against light targets.
lazurkri Jan 15, 2016 @ 10:47pm 
This really needs more gatlings, at least 2 more, to protect against incoming rockets; I've tried testing this and I usually have a missile take out one engine pod, and start spiraling in. If your intent was to create a "Combat Dropship" akin to the Pelican or Spirit from Halo, this isn't it.
dake.3601 Nov 29, 2015 @ 8:12am 
Awesome:steamhappy:
KitsuneKas Nov 25, 2015 @ 11:11am 
Ah, okay. Didn't know that. Here I was trying to slap down another programmable block and use Easy Arguments (probably my most-used script, for everything with sliders from gravity drives to thrust override to multi-floor elevators, only to run into a Workshop problem keeping me from downloading the script (as well as a few others).

This is the first time that I've looked at the actions in a timer block and not been able to figure out how it works right away. Kudos to you for being able to confuse me, it's not easy to do. :D

Do you think you might be able to send me a message explaining the logic behind the timers?
Malmhrid  [author] Nov 24, 2015 @ 11:35pm 
@Goldshell: I really appreciate it, especially coming from you :)
@KitsuneSamurai: You only have to double-tap them , then they work as intended :) I'll write it down in the description.
KitsuneKas Nov 24, 2015 @ 7:53pm 
I seem to be having issues with the timer blocks...well...not doing anything at all. I'm going to try and work on getting something to work, but so far I've spent a good two hours trying to work out a timer block configuration that works without putting more in, but it looks like I might have to resort to using a script to getting the thrust overrides to function smoothly. I'll let you know what I can work out!