Space Engineers

Space Engineers

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T.N.F. Planetary Dropship 'Ghost' Mk.IV (M)
   
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Type: Blueprint
File Size
Posted
Updated
15.009 MB
Feb 10, 2016 @ 9:40am
Mar 14, 2022 @ 2:10pm
35 Change Notes ( view )

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T.N.F. Planetary Dropship 'Ghost' Mk.IV (M)

In 1 collection by Malmhrid
T.N.F. Strike Infantry
16 items
Description
"Glancing out the rear hatch window slit, he could see the three other Ghosts in the formation, their sunlit armor bright against the blackness of space. Armed with rotary autocannons and clad in sloped, gray-painted steel, the dropships of the strike carrier Carnage were closing in fast on their planned line of departure."
-From The Fleet Beyond Neptune

When the T.N.F. Strike Infantry conduct planetary assaults from orbit, especially when doing so with limited fighter support, they favor the multi-mission variant of the Ghost as a way to get in and out again. Designed to carry assault teams of four or six heavily equipped infantrymen to their target, it is also equipped with enough firepower to take on the role of a support gunship after the drop. When the ground operation is over, the dropship will pick up and return the assault team to space.

During transport to and from a target, the passengers can monitor the Ghost’s structural status and weapons systems, or use the external cameras to orient themselves. The passenger seats have a supply of oxygen and hydrogen, and will automatically replenish the passengers’ suits and jetpacks during transport. As it has no hydrogen propulsion system, it does not need to refuel between planet-to-space transitions, which gives it a high operational endurance.

Atmospheric entry:
▪ When entering a planet’s gravity pull from space, level the Ghost with the planet’s gravity, shut down its inertia dampeners, and let it free fall to the surface.
▪ When below 1000 m, engage the inertia dampeners and the ship will quickly slow down, and stop completely after around 150-300 m, depending on the planet’s size and gravity. Alternatively, the dropship’s parachute can be used.

Atmospheric launch:
▪ Turn on ion thrusters, level the dropship with the planet’s gravity, and engage full upward thrust.
▪ The Ghost will enter a transition phase in the planet’s upper atmosphere, where it will temporarily lose speed. Keep the thrusters at full burn, and the dropship will begin to accelerate again after it reaches around 50 m/s, depending on the planet’s size and gravity.
▪ At this point the ion thrusters deliver enough thrust, and the dropship can continue to maneuver in orbit, or continue into space.



General characteristics:
▪ Crew: 1x Pilot (+2x weapons controllers)
▪ Length: 13 m
▪ Width: 10,5 m
▪ Height: 4,5 m

Armaments:
▪ 2x Autocannon Turrets
▪ 6x Fixed Gatling Guns
▪ 8x Rocket Launchers

Troop carrying capacity:
▪ 6x Heavily equipped personnel

Features:
▪ Capable of atmospheric entry and launch.
▪ Radar panel which marks friendly units running the same script, and enemy/neutral ships targeted by the dropship’s turrets.
▪ Internal and external information screens showing the dropship’s heading, position relative to an horizon, ammunition and fuel storage, and damage diagnostics.
▪ T.N.F. markings, using the Fleet’s logo converted to monospace by Whiplash141.
▪ Spare hydrogen and oxygen bottles, tools, weapons and ammo in cockpit.
▪ Air vent with depressurize on, which renews the cockpits oxygen supply when in atmosphere, or in a hangar.
▪ An internal projector to aid in repairing the ship.
▪ Contains fuel and components – tested in survival.

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 dropship's heading is using Whip's Artificial Horizon Redux script by Whiplash141.
▪ Diagnostics screens are using the SIMPL|Ship Integrity Monitoring Program Lite script by Whiplash141.
▪ The rocket launchers fires salvos thanks to the Whip's Weapon Salvo Code, made by Whiplash141.


For those who like the setting and lore surrounding the Fleet: consider reading The Fleet Beyond Neptune[www.amazon.com], my book about the conflict between the Fleet and the Alliance.
13 Comments
Wayjourner Apr 10, 2022 @ 1:46am 
Still coming back to this ship 2 years on. What a great design, and you keep improving it! :)
Malmhrid  [author] Aug 19, 2019 @ 1:03am 
Hi, I suspect you must have missed a conveyor block while building it, as they are connected to everything except the rear parachute hatch. The conveyor system is largely placed on the underside of the ship, going through ammunition boxes and regular conveyors, and so goes up into the block connecting the reactors. You will find your missing block there, I believe.
Nerfed Aug 18, 2019 @ 3:19pm 
Where do you put in the fuel? i tried cargo container, pilot seat and the connector, but after i build it with the projector i just cant get it to start up. Its not going through the conveyors.
Malmhrid  [author] Jun 26, 2019 @ 12:52am 
Oops, looked like a copy/paste error.
Allarionn Jun 25, 2019 @ 6:54pm 
Description says "● Survival kit which allows respawning, oxygen replenishment and healing."
No Survival kit on it any time I spawn it. Is this an issue with the description or something else?
Malmhrid  [author] Jan 20, 2018 @ 9:52am 
I have changed the configuration of the pilot's status screens, updated all the scripts, removed the now unused timer blocks, and tidied up some groups names etc. I have also finally updated the workshop text and images!
Malmhrid  [author] Jan 17, 2018 @ 10:54am 
@chease86: Thank you, glad you liked it!
chease86 Jan 16, 2018 @ 2:18pm 
it works perfectly and looks amazing
Saereth345 Dec 28, 2016 @ 10:40am 
you should update the photos for this.
Malmhrid  [author] Feb 20, 2016 @ 12:39pm 
Thank you very much, nice video! :) By the way, I just updated the radar script to its newest version!