Space Engineers

Space Engineers

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[HS] CEU Python Missile Destroyer [MDST]
   
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Type: Blueprint
File Size
Posted
746.584 KB
Apr 18, 2016 @ 2:23pm
1 Change Note ( view )

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[HS] CEU Python Missile Destroyer [MDST]

In 1 collection by 5URG3
[HS] Hyperion Systems
32 items
Description
No Mods, No Pistons, No Rotors, Survival Ready.

Projectiles require no Thruster Components and no Superconductors.

Ship Details
Name: Python
Class: Destroyer
Role: Anti-Capital Ship
Environment: Space
Crew: 12

Details
  • Mass: 4,962,904Kg
  • Block Count: 4,345
  • Length: 172.5m
  • Width: 67.5m
  • Height: 40m
  • Maximum Forward Acceleration: 11.6m/s/s

Weapon & Support Systems
  • 1 x Heavy Hydrogen Powered Guided Anti-Ship Projectile Launcher
  • 7 x Gatling Turret
  • 9 x Missile Launcher
  • Fully Pressurised Interior
  • Repair Projector
  • Auto-Repair - Thrusters
  • 4 x Jump Drive
  • 2 x Assembler
  • Medical Facilities
  • 2G Grav Shield

Description
The Python Missile Destroyer is a relatively fast and well armed warship designed to engage targets larger than itself. It's primary weapon is a hydrogen powered heavy guided missile launcher. This weapon's projectiles are not only cheaper to build than traditional Ion and Grav variants, they are also optically guided by the destroyer's orientation, which drastically improves the chances of a successful hit. When threatened, the Python's speed and four Jump Drives allow it to quickly reposition, denying larger, slower vessels the chance to retaliate. Despite this focus on hit and run attacks, the Python is a capable warship with an auto repair system for it's thrusters, multiple defence turrets and armour comparable to other Hyperion Systems Destroyers.

For best results the Python should be supported by ECM focused ships, such as the Phantom ECM Boat, as the missile itself is vulnerable to point defence fire. The Heavy GASP missile is not as agile as the smaller variant and so is unlikely to hit a fast and light ship, but it is far superior to an unguided variant when engaging a moving Battleship.



Instructions
DO NOT FIRE OR RELOAD WHILE MOVING
The ship's oxygen generators have conveyor access turned off to prevent them from using up Ice.
  • Use Toolbar 1 to fire missile.
  • Use Toolbar 2 to reload.
  • Use Toolbar 3 to view targeting camera.
  • Requires Ice to function in survival.
  • Reloading is controlled by labelled timer blocks. You will need to adjust the delays for your survival settings.
  • When full of ice, the missile's generators can provide maximum power for over 3 minutes in 1x Survival.

Notes
Auto-Door, Status Screen and Guidance Script by Whiplash141. You can check out his awesome work here:
http://steamcommunity.com/id/Whiplash141/myworkshopfiles/?appid=244850

LCD Script by Mmaster

The Ifrit Battleship featured in tactics diagram can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=346692260

I try to make all my ships suitable for use in survival, if you use my ships and find a bug/problem, let me know.
25 Comments
Commander Link Dec 13, 2016 @ 1:19pm 
i just wanted to say.. your blueprints fucking ROCK
duuuuuuuude :D
ColdAsahi Jun 2, 2016 @ 1:05pm 
once again. I hereby conscript this vessel into the WWR navy (WWN)
Lancedulak May 30, 2016 @ 2:14am 
I used your hull i love this ship it's beautiful
5URG3  [author] May 15, 2016 @ 12:53pm 
@FunkyNinj Thanks. I'm using a conveyor sorter with ice on the whitelist that is set to drain all during the reloading procedure. The conveyor system is buggy from time to time however. I beleive the TIM script is good for loading projectiles.
Pudoo May 15, 2016 @ 12:19pm 
5URG3, I'd like to start by saying I really like all your ships. They are pretty simple and relatively effective. I've been trying to make a ship line like HS or PFS, but currently (250 hours in) my ships look mediocre with a good paintjob at best, so I haven't posted any. Anywho, I have a question.

Do you have to manually load the ice, or do you use a script? I've been mulling over the idea of a large ground-based, hydrogen powered Surface-to-Air heavy missile platform. Automation would be best, as it would streamline the reloading process immensely.
J4R May 1, 2016 @ 1:27pm 
I can only rate this ship positive, i one-shotted my friend's fighter on a 6k range! Doesn't get much better than that! Awesome work dude!
Game horizons Apr 29, 2016 @ 12:14pm 
thx sir i will leave the link to the video hope you like it and let me know your thoughts on it https://www.youtube.com/watch?v=udn0fG-bwn8

thx again :steamhappy:
5URG3  [author] Apr 29, 2016 @ 10:59am 
@alid Yes, thats ok. Just put a link to the ship in the description.
Game horizons Apr 29, 2016 @ 10:05am 
hello sorry for my bad english

first i love this ship its really good

now i have recently started a new series in my youtube channel which i will test all kinds of ship in some test and at end each ship will get score depend on its performance on each stage of the test .

and your ship is first

okay i have the video ready to go public but first i want to get permission from you (because im testing your ship )

so do i have permission to make the vid public ?? if you want i can send you the link to the video of course
5URG3  [author] Apr 27, 2016 @ 1:29pm 
@Uhthis The ships are all me, but I do get some help from others when it comes to code and fault finding. Keep at it bud, it's all about practice, I built tons of crap ships at the start :D

@maaaxaltan Yes, it will do that unless you do some clever vector based stuff. For general use, try to place the generators symmetrically and have your main corridor in the centre of the ship and it should be at least workable. They are only in my destroyers so they can protect larger, slower vessels and I don't leave them turned on anyway. A single 5-10 second pulse is good enough to deflect most simple gravity weapons and those are pretty archaic now anyway.

@Coldsteel_HAX.exe The ship or the missile? Either way, be my guest, but remember to put a link in your description to this ship if you upload.