Space Engineers

Space Engineers

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T.N.F. Planetary Dropship 'Ghost' Mk.V (H)
   
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Type: Blueprint
File Size
Posted
Updated
4.767 MB
25 Apr, 2019 @ 4:57am
1 Jul, 2022 @ 10:24am
10 Change Notes ( view )

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T.N.F. Planetary Dropship 'Ghost' Mk.V (H)

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

This variant of the Ghost planetary dropship is brought along on Strike Infantry operations or Fleet away-missions where casualties are expected. It can either wait outside the range of enemy direct fire and later fly in to treat wounded after the fighting, or it can be tasked to perform independent combat search-and-rescue missions. It is therefore armed with fixed gatling guns and automated turrets. Its on-board medical instruments allow effective treatment of all combat related injuries, and there are even reports of some grievously wounded personnel making miraculous recoveries.

Like the other Ghost variants, the multi-mission and cargo transport versions, the H-type is capable of planet-to-space transitions without a hydrogen propulsion system. Hangars in all recently built Fleet ships are specifically designed to carry a Ghost of the most relevant variant.

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 Passengers
● Length: 13 m
● Width: 10,5 m
● Height: 4,5 m

Armaments:
● 2x 25mm Gatling Turrets
● 6x 25mm Fixed Gatling Guns

Features:
● Capable of atmospheric entry and launch.
● Survival kit which allows respawning, oxygen replenishment and healing.
● 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.
● Survival ready!

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 screen is using the Manual Refresh Floor Plan Script Mk1 by Alysius.
12 Comments
Noobbula 15 Jul, 2019 @ 11:26am 
Thanks mate. Working on a player-run RP multiplayer game, so I'm on the lookout for good suits. (After that long, I don't think the engineer knows how it feels with that suit off.)
Malmhrid  [author] 15 Jul, 2019 @ 11:17am 
Hi, it is called the City Suit 02 by Sektan: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=722674536

It works, though when changing to it you will be forced to use the old skin selection screen. So somewhat wonky, but it's great to take off the E.V.A. suit once in a while :p
Noobbula 15 Jul, 2019 @ 3:28am 
What skins did you use in the video? (The hangar techs) Btw, best cinematic out there! :)
cabbage 17 Jun, 2019 @ 9:32am 
A dropship comes out of a dropship.
Gnat The Gnome 27 May, 2019 @ 12:31pm 
In the video, was totally expecting the SPRT base to detonate behind the ships as they flew away, lol.
woostyboy 29 Apr, 2019 @ 5:20am 
Loved the video!
Malmhrid  [author] 26 Apr, 2019 @ 1:20pm 
I'm glad that you find it useful! I agree regarding the thrusters. When I first designed the 'Ghost', I tried to keep it relatively small, and prioritized the downward thrusters so that it could escape a planet's gravity.

The idea is therefore (and I should probably have mentioned this somewhere) to use those thrusters to break, so when I want to stop I will point the ship's underside in the direction of travel and so quickly slow down. Likewise, when I want to move sideways, I roll and use the downward thrusters to push in the direction I want. It is briefly demonstrated from 2:42 to 3:00 in the showcase video.
SynthWave 26 Apr, 2019 @ 7:49am 
I projected and built this last night on my server, and then slapped on a defensive shield. Having 2 large reactors is definitely nice when using that mod. Took down a SPRT mining carriage with ease. Only thing I found was that in space the ship could use a bit more thrust in the backward/left/right directions. I know its not a pure combat ship though, so thats fine. It is setup well for combat though.
Malmhrid  [author] 26 Apr, 2019 @ 1:36am 
SynthWave and Lt.Starbound, thank you!

Lordm00m00, thank you, it took about a week with a couple of hours each day, though I think it will go quicker next time since I had to learn how to use the tool.
Lordm00m00 25 Apr, 2019 @ 6:55pm 
Nice use of the replay tool. How long did it take to make the video?