Empyrion - Galactic Survival

Empyrion - Galactic Survival

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CX Dauntless RE
   
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Blueprint: Capital Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
72.747 KB
8 Apr, 2021 @ 7:45pm
21 Aug, 2021 @ 10:59am
9 Change Notes ( view )

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CX Dauntless RE

Description
Summary: Variant of The Dauntless by ArtemisRouge, but with missile+plasma loadout, and quality of life additions. I wasn't able to kill a dreadnought with the original as-is, so I made this one and confirmed that I can.

This craft is designed for constant roll-dodging 300-800m off the wings of a dreadnought to drop its shields and wipe out its turrets, then pummeling it into oblivion so you can salvage the Quantum Cores once defanged. Takes several engagements over the course of an hour in my experience, but this ship is certainly feasible to kill dreadnoughts solo without any quantum or auxiliary cores, even after they were increased in difficulty in April 2021. Don't forget to change missile targeting to include warp drive later on so it can't warp out!

Original: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2423906682

What's new vs original:

- Added more turret emplacements (and marked them up) for use when adding quantum cores
- 2 Flak, 9 Missile, 4 Laser, 14 Plasma (since my plasmas kept missing turrets)
- Replaced 3 x Heavy Missile Launcher with 3 x Heavy Laser Cannon (switching to 2x lsr and 1x msl also viable, but exceeds CPU)
- Added sentry gun to bottom boarding ramp
- Added armor locker, fridge, and weapons locker/armory box for your small arms/tools+ammo
- Added device groups by turret type and customized turret targeting
- Added signal groups for thrusters, turrets, fixed guns sentries, constructor, and long-range radar
- Added sensors for hangar, boarding ramp, and telepad (telepad not included)
- Added regular detector so you can disable Long-Range Radar during combat to save power
- Tweaked interior to allow space for 20 NPC crew to lower CPU usage
- Fixed a few minor block placements and tweaked textures

ONLY FOR USE WITH REFORGED MOD

Specifications:
Ship Type: CV
Size Class: [3.20] 3
CPU Tier: 4 (2,058,094 / 2,100,000)
Space Hover E: 4.40 kW
Atmo Hover E: 9.88 kW
Dimensions (WDH): 58x82x32 (29x41x16b)
Dry Mass: 3.43 kt

Block Count: 3,024
Device Count: 496
Triangle Count: 14,025
Cargo Volume: 269k Harvest, 4 x 320k Ammo, 1 x 269k Ammo
Combat: 2925/2653
Infantry: 17/1

Light Count: 17
Fridges: 1
Oxygen Tanks: 2 (L+S)
Oxygen Stations: 1
Medic Stations: Biochamber Only
Armor Lockers: 1
Clone Chamber: Yes
Hull Shield: Advanced
RCS: 0
Wireless Connection Blocks: 2
Solar Panels: 24
Solar Capacitors: 4

Weapons/Tools: 3 x Heavy Laser Cannon, 2 x Minigun Turret, 1 x Sentry Gun, 2 x Flak Turret, 9 x Missile Turret, 4 x Laser Turret, 14 x Plasma Turret

Suggested full ammo load:
4,000 L3 Plasma Cell, 6,000 140mm Missile, 2,000 37mm Flak Shell, 8,000 15mm Round, 8,000 5.8mm Round (Sentry), 200 mk240 Charge, 300 mk200 Charge

Suggested Tovera engagement tactic:

Flee if shield below 20%! Come in off its wingtips and dodge-roll while firing manual lasers and try to stay there, or at least level with its wings. Once its shields are down, take out rear flak first, grind down the turrets on each wing for a while, once its damage output is low, attack generators only. Once its dead in the water, blow up the nose and take out the core from there. Careful, as quantums are very near core.

Yaw / Pitch / Roll: 84 / 113 / 80
Acceleration: F / B / U / D / L / R: 78 / 78 / 39 / 142 / 39 / 39
Cargo Lift @ 0.96g: 47.4 kt
Drag / Lift: 6.1 / 118.2/t

Materials:
24,052 Carbon, 19,325 Silicon,
10,919 Copper, 9,579 Iron,
7,394 Neodymium, 6,000 Xenomaterial
5,345 Erestrum, 5,345 Zascosium,
5,320 Titanium Ingot,
4,876 Cobalt, 4,640 Sathium,
50 Platinum, 8 Wood,
56 Large Bridge, 20 Large Matrix,
10 Human Crew, 10 Alien Crew

Production Time: 15h 31m
17 Comments
RedScourge  [author] 26 Jun, 2022 @ 8:22am 
@Skyr34per This is a REv1.4 ship, if you're building it in the vanilla game, or in REv1.7, you're gonna have a bad time. I'd recommend my newer R17-4 Daunting instead, as there were big changes with solar and shields and turrets since this ship was first made.
Skyr34per 26 Jun, 2022 @ 7:38am 
Hi, when i try to build this ship in factory it says forbidden blocks?
RedScourge  [author] 21 Aug, 2021 @ 10:22am 
@me777 I tried spawning one in on a new creative world and the pivot point was about 12m below, and now after running your command it's much closer to the core. I will update the blueprint, perhaps it will fix the problem I had with trying to repair it on a planet.
RedScourge  [author] 18 Aug, 2021 @ 8:12am 
@me777 thanks for that, I thought I saw something like that before, but was not able to find it again when I needed it. I wonder if this would fix the problem that it has with repairing on planets
me777 4 Aug, 2021 @ 2:47pm 
I noticed the origin point (pivot) of the ship is some 50m below.
it can be fixed with "prefabinfo <blueprintname> -clearpivot"
I just hope this "bug" is not needed for the performance of the ship, I have not tested a "fixed" version of the blueprint yet.
me777 2 Aug, 2021 @ 1:33am 
ah, i see why my post sounded like i put everything next to the advanced generator, my english is just not good enough.
only the generators went there.
the quantums are next to the other extenders.

Just now i lost the nose of the ship because i was suprised by a second cv opv.
but the ship was still fine :steamthumbsup:
only needs moderate amount of resources to repair, when that is done i will get back to those 2 opv.
RedScourge  [author] 1 Aug, 2021 @ 9:46pm 
@me777 the quantums were meant to go inside the secure cockpit area as it's the safest place in the ship when you're dogfighting. You can put anything wherever, just be careful because the entire rear is carbon.
me777 1 Aug, 2021 @ 1:45pm 
As I started a new game I took the oportunity to mod the ship in creative:
I added 2 quantums, a few guns, 2 large generators next to the advanced generator (total 3 large, 1 advanced) and a teleporter, for this i closed a lift and put it there with the motion sensor below. works great and 1 lift is enough.

Also I tuned the red glow and the white light strips down a bit, it is a nice design, but after a while I wanted something a bit less flashy. still i kept the red lights.

And I finally figured out why sometimes my repair bay refused to repair it: the back ramp goes down farther than the landing gear, so i have to hover the ship to repair it (im in a space station)

and finally for the last RG update the solar had to be changed out and i replaced the capacitors with fuel tanks.
RedScourge  [author] 29 Jul, 2021 @ 8:33am 
@Commander Pappy (dew1960) Yeah I think there are a few minor hot spots in uncommon places. As with the original Dauntless design, the hangar has two elevators at the sides of the back which go to the main room of the upstairs, from there you can go toward the front and that hallway with all the crew will take you forward to the forward captains chair or down to the secure captains chair.
Hearts On Fire 29 Jul, 2021 @ 6:12am 
There are hot spots inside of the ship and I can't seem to find a way to go from the hanger to the captain's chair without going outside the ship. Is this intended?