Space Engineers

Space Engineers

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Calliope Class Destroyer (No DLC)
   
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Type: Blueprint
File Size
Posted
Updated
2.218 MB
May 5, 2023 @ 11:11am
Aug 14, 2023 @ 1:00pm
7 Change Notes ( view )

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Calliope Class Destroyer (No DLC)

Description
BREAKDOWN:
More so than most, the Calliope class epitomises the NAXN's (New Alexandria Navy) design philosophy. Valuing military innovation, the ship's aggressive profile and role compliments its use of advanced weaponry. Designed for medium to close range combat where the Calliope can make full use of its rocket turrets and its short-ranged but extremely powerful burst-fire gatling railguns, it boasts impressive manoeuvrability and turn speed due to its massive aft thruster section, whilst protecting the internally mounted railgun subgrids with a band of heavy armour.

The Calliope is not an inexpensive ship to maintain however, requiring both hydrogen to fuel its thrusters and uranium to power its railguns. This has lead the NAXN to produce relatively few vessels for a ship of it's class, instead reserving the ships for special ops and sometimes stealth missions. In turn this has caused the ship to become a revered command among the officers of the NAXN despite the ship's small size and cramped quarters, with only the most battle proven officers being assigned to serve aboard Calliope class vessels.

WEAPONS COMPLIMENT:
6x welder-equipped artillery turrets
4x inset rocket turrets
2x static artillery guns (provides aim guidance for gatling railguns)
8x exterior anti-small grid interior turrets
1x internal AP interior turret

2x internal 20-barrel burst-fire gatling railguns (3s burst duration)

STATS:
PCU - 20,795
Blocks - 1380
Mass - 1,239,806
Jump Range - 2000km (1 drive)
Storage Capacity - 1x large container, 3x small containers
Fuel Capacity - 1x large hydrogen tank, 1x small hydrogen tank
31 Comments
Luigis Killer Pizzapartys Oct 17 @ 7:27am 
@Enigmaomega - Thank you for your quick reply, my partner in crime (team mates) figure it out, we highlited the range of the sensor from the menu, and by activating the rotor we could see where it was hitting the sensor range and EUREKA - we are now building the ship around the system 3 x Railgun Gatling - still need to fix the correct shooting point to be equal in order to have 1 point of exit for the bullet but honestly we did it ! Looking forward to see you in the game again with another amazing ship of yours ! Keep the good work !
Enigmaomega  [author] Oct 16 @ 9:18am 
Loving all the attention this build has gotten, unfortunately its been a few years since I made this build and i'm not actively playing SE atm, so I don't remember much about the technical workings of the railgats. Best of luck working out the issues though! perhaps I'll be back at some point to make a Calliope MK.2 haha
Luigis Killer Pizzapartys Oct 16 @ 4:13am 
Our plan is to print the railgun small grid construct in survival and attach it to the rotor of the new ship, but we are stack in creative without a way to make it work. any suggestion ? perhaps based on your experience a way to RESET the system to make it fire again ? P.s. we renamed everything form the railgun till the hinge etc.. to have Left / middle and Right gatling railgun system separate - then regrouped accordingly to your example and set the time blocks, rotor start rotating / sensor start picking up sub-grids (rotor on the bottom) but end of the story still not firing the railgun............... any help is highly appreciated !
Luigis Killer Pizzapartys Oct 16 @ 4:13am 
Together with another friend in our faction, we toke example of your awesome work and we want to design our own ship with an addition of a total of 3 x Gatlin railgun system.
Currently in creative but we want to transfer the final product in Survival for PVP - so when we copy paste the sub-grids starting from the small head and the entire rail gun / hinge / conveyor / sensors / railguns as you build it (in short all the small grids parts) and adding time block reprogrammed accordingly to your example, it will fire once, then no more. And we are stack there basically since a couple of days now trying to figure this out.
Unmade Apr 9 @ 4:20am 
PS, since this is an older upload, could it have become corrupted?

I ask because one of my mod packs on the Workshop had one of its .sbc files be turned into an .xml file for some reason.

Might explain an issue here a couple of other users are having.
Unmade Apr 9 @ 4:17am 
After a year of trying, there is literally no way I have discovered to make this ship more optimal when it comes to its main weapon, as is.

Best I was able to do was make a feature to 'interrupt' the firing sequence, and make a larger ship myself based upon it from scratch, with 3 wheels and a completely different method of firing.

This did nothing for overall effectiveness, I just added another firing mode apparently and made my own ship. Well done.
darkstar48507 May 7, 2024 @ 9:36am 
@Enigmaomega
i am experiencing the same issue as @Someone. when i checked the sensors the rail guns were transparent / grayed out. i attributed this to it being because weaponcore. i am going to attempt to fix this by re-assigning the rails to the sensors but to make it easier id like to know if the sensors trigger the rails that they are on or if they trigger a different rail and what rail that would be (ie sensor A triggers rail B 3 rails down. or something)

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Enigmaomega  [author] Mar 15, 2024 @ 6:17am 
@chillitskyle the blueprint works fine, if you are having issues try un and re-subscribing, then spawn the ship into an unmodded world to test.
chillitskyle Mar 14, 2024 @ 12:53am 
@Enigmaomega the railgun mechanism spins and cycles but doesn't fire. Any idea what block could be causing this yet?
Enigmaomega  [author] Oct 31, 2023 @ 7:29pm 
@Someone hmm it could be the sensor blocks