Space Engineers

Space Engineers

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[HS] CEU Direwolf Frigate [HKFRG]
   
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Type: Blueprint
File Size
Posted
6.421 MB
26 Nov, 2018 @ 1:13pm
1 Change Note ( view )

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[HS] CEU Direwolf Frigate [HKFRG]

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



Ship Details
Class: Direwolf
Type: Fast Frigate
Role: Fast Attack, Hunter Killer
Environment: Space
Crew: 6

Details
  • Mass: 2,521,802Kg
  • Block Count: 2,583 Large, 1248 Small
  • PCU: 38,624 (Fully Loaded)
  • Length: 132.m
  • Width: 97.5m
  • Height: 27.5m
  • Maximum Forward Acceleration: 18.9m/s/s

Weapon & Support Systems
  • 3 x Auto Tracking Twin Rocket Launcher Turrets
  • 4 x Auto Tracking Quad Gatling Gun Turrets
  • 4 x Gatling Turrets
  • 2 x Missile Turrets (Designators)
  • 13 x CIWS Turrets
  • 3 x Designator Turrets
  • 6 x Optically Guided Missile Launchers
  • 1 x Decoy Launcher
  • 1 x Ship Computer
  • 1 x Assembler
  • 1 x Medical Room
  • 1 x Repair Projector
  • O2/H2 System (1 x Hydrogen Tank, 4 x Oxygen Tank, 8 x Generator)
  • 2 x Jump Drive (Max Range: 1,777Km)

Description
The Direwolf is a fast, well armed but lightly armoured frigate designed to engage and destroy priority targets within enemy fleets. Using its six missile launchers, the Direwolf can rain down destruction from afar, before quickly closing in on its target to finish it off in a flyby attack using its three auto tracking rocket launcher turrets. The Direwolf in also exceptionally capable of defending large vessels from small ships using its four quad Gatling turrets and heavy point defence. The Direwolf has been classed as a Fast Frigate, heavier than a corvette and sporting a medical room and basic fabrication facilities, but lacking the armour and defence of a Hyperion Systems frigate.

Instructions

The Direwolf's systems are controlled using the Port and Starboard Control seats in the CIC. This can be found on the upper level of the room with the gyroscopes and gravity generator.



PORT CONTROL SEAT - PILOT

Decoy Launcher
  • Decoy Launcher controls are on page two of the toolbar
  • Decoy launcher uses the ships onboard gravity to function, so don't turn it off
  • Use Activation Toggle (7) to activate the launcher and open the door
  • Use Decoy Launcher Start Timer (8) to build and launch decoy
  • Use Automatic Timer (9) to start automatic launching of decoys
  • After use, use Activation Toggle to Close door and deactivate system. Please ensure the launcher is clear of decoys before doing so.

Optically Guided Missile Launchers
  • Guided Missile Launcher controls are on page one of the toolbar
  • Guided missiles are built and fired in salvos of three, port and starboard.
  • Use Port/Starboard Reload Start (1/2) to reload the respective missiles
  • Use Port/Starboard Launch (4/5) to fire the respective salvo
  • Use Targetting Camera (3) to aim, the missiles will follow the camera's trajectory
  • Use Gyro Power Controls (7/8) to allow for more precise aiming

“Turn and Burn”
  • In order to decelerate quickly, the Direwolf can use it's powerful rear thrust to slow its speed by performing an automatic manoeuvre known as a “turn and burn”.
  • To use this manoeuvre, use the Turn and Burn Programmable Block (6, Page 1)

Other Controls
  • Use Running Lights (9, Page 1) to switch running lights on and off
  • Use Jump Drive controls (1-6, Page 2) to facilitate recharging and double jumping



STARBOARD CONTROL SEAT – GUNNER

Designators
  • The Direwolf is equipped with seven rotor turrets, three twin rocket launchers and four quad gatling turrets. These turret are controlled by AI turrets called Designators. The designators are critical to the function of the rotor turrets.
  • Designator controls are on page one of the toolbar
  • Use Quad Gatling (1) and Twin Rocket (2) Designator Power to switch turrets on and off
  • Use Designator controls (3-9) to manually control the designators.

Other Controls
  • Use Gatling and CIWS Turret Power control (1/2, Page 2) to turn turrets on and off
  • Use Repair Projector power (3, Page 2) to switch repair projector on and off


Background
After the fierce fighting in the early years of the 22nd century, interplanetary conflict gave way to a period of relative peace in the Solar System. Many major factions used this time to upgrade and refit their fleets in preparation for the next major conflict and the Ceresian Economic Union was no exception. Seeking to replace the ageing Timber Wolf and Jackal frigates with a more up to date and efficient design, the CEU commissioned a new frigate from Hyperion Systems. Their response was the Direwolf. Faster than its predecessors and packing more advanced weaponry, the Direwolf is poised to become the next best seller from Hyperion Systems, with many independent contractors placing orders with the company, hoping to trade in their older, less efficient vessels.

During fleet operations, the Direwolves are arranged into small groups and sent to harass larger ships and hunt down and destroy isolated targets. Far more versatile than it's predecessors, the Direwolf can also be used to screen support craft from fighters and bombers, and when paired with other fast ships, such as the Snow Leopard and Puma, used for hit and run attacks on larger vessels.

Notes
I'm not a fan of the standard block textures. This ship looks best with this mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1290717482

Turret Slaving, Optical Guidance, Auto-Door,, Weapon Salvo, Launch Control and Turn and Burn Scripts by Whiplash141. You can check out his awesome work here:
http://gtm.steamproxy.vip/id/Whiplash141/myworkshopfiles/?appid=244850

Floor Plan script by Alysius:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=716048498

LCD Script by Mmaster:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=822950976

Decoy Launcher and ECM Missile based on designs created by Whiplash141

The ship in the gif is an IMDC Europa Carrier. It's very cool. You can find it here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=635104509

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.
58 Comments
♠ Zahltag ♠ 3 Oct, 2019 @ 8:07am 
did the missiles stop working?
5URG3  [author] 26 Mar, 2019 @ 6:52am 
@forwardthefoundationii Yes, this is a limitation of projectors, they don't work with subgrids. The easiest option is to ditch the rotor based weapons and replace with regular turrets and forward facing rocket launchers.
Foundation 26 Mar, 2019 @ 3:28am 
so its impossible to project this as a whole in survival? the attaching part seems complicated...
Jon The Engineer 25 Feb, 2019 @ 10:15am 
@Jasper in survival you need a projector and weld the blocks but some of the turrets wont be there because the projector isn't able to project multiple grids. if your in creative then you need to press f10, search for the ship click on it (once will open up a menu and you want copy to clipboard, twice is a quicker way of spawning it) then press M1 to place it and there you go you have the ship
PupJasper 30 Jan, 2019 @ 4:15am 
Are these ships build templates or... how exactly to i get this in the game?
[new to Space engineers]
Emiricol4Rl 16 Jan, 2019 @ 2:59pm 
It's a gorgeous and deadly ship -- but when I fire the missile salvos, the second round invariably hits the ship's nose! I figure I'm doing something wrong (it's a really high-tech ship!). On the bright side, it survived multiple hits with its own missiles :D
5URG3  [author] 8 Dec, 2018 @ 11:22am 
@Kakaris - Yes, you'll need to make seperate BPs as projectors don't project sub grids.

You will then need to build them seperately and manually attach them to the rotors using the rotor part.
Metal Inquisition 8 Dec, 2018 @ 11:17am 
When building on a survival server how do I put down the small block grids with a projector( or do I have to load make bp's of them seperately?)

Venom415 2 Dec, 2018 @ 3:15pm 
Well my design of weaving heavy and light armor can have its downsides, and projectiles like the ones on the Direwolf can hurt bad... especially when the owner knows his ships weak points :P

Fantastic work as always man, but If I could add something; I think some small hydrogen thrusters for ascending/decending (maybe in the wing sections) would be a great addition!:steamhappy:
5URG3  [author] 2 Dec, 2018 @ 1:48pm 
@Venom415 - Thanks man. Glad you enjoyed it and I appreciate the feedback. Yeah, sometimes the missiles don't launch quite right, not sure what it is.

I tested the Direwolf on the RCSP Phoenix, it's a very cool ship and pretty tough. I did get a few missiles through though. I found the best defence against these missiles is lots of interior turrets, they seem to make good point defence.

As for the computer core, this is the first ship I've published since the subgrid fixes, so obviously I had to put a rotor on a piston. :D