Space Engineers

Space Engineers

Not enough ratings
ASD HSF-Mk.1 Aetos Heavy Strike Fighter
   
Award
Favorite
Favorited
Unfavorite
Type: Blueprint
File Size
Posted
3.494 MB
12 Sep, 2021 @ 10:23am
1 Change Note ( view )

Subscribe to download
ASD HSF-Mk.1 Aetos Heavy Strike Fighter

In 1 collection by Mackinaw
Aster Stahl Dynamics
31 items
Description
Be sure to rate this design if it suits your tastes.
Suited for both planetary and spaceborne operations.
This ship uses essential scripts:

Whip's Launch A Missile Program - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2108744940&searchtext=WHAM
Whip's Homing Advanced Missile Script - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2108743626&searchtext=WHAM
Whip's Weapon Salvo Script: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1221921128&searchtext=Salvo


General Description

Blocks: 1672
PCU: 9758

The Aetos ("bird of prey" or "eagle" in Greek) is the second purpose-built strike fighter design produced by Aster Stahl Dynamics, after the Machaira.
It represents a heavier counterpart of the Xiphos: more armor, less manoeuvrability and an improved strike package overall.
While its little brother is designed for taking down lighter threats with ease, the Aetos is brutally effective against small to medium size capital ships, especially when used in squadrons.

Features:
- Heavy armament (4 reloadable rocket launchers and 4 missiles, complemented with 4 gatling guns.) - Warning! The missiles can only work in space.
- All-hydrogen propulsion

Toolbars:

Toolbar 1:
1-Reloadable rocket launchers (set to fire in salvo)
2-Gatling guns
3-Gyros (increase power)
4-Gyros (decrease power)
5-Landing Gear (lock/unlock)
6-Main power (on/off)
7-Thrusters (on/off)
8-Navigation lights (on/off)
9-Main forward thrust (large engines on/off) - turning off recommended for precision manoeuvers

Toolbar 2:
1-Front camera
2-Missile - switch targeting mode (lock-on then fire and forget/manual guidance)
3-Missile - lock on
4-Missile - lock off
5-Missile - fire (one at a time, press repeatedly to fire all missiles. In camera homing mode, you cannot fire unless a lock is achieved - range is approximately 5km.)
6-Missile 1 hardpoint - attach rotor head (replenish missile)
7-Missile 2 hardpoint - attach rotor head (replenish missile)
8-Missile 3 hardpoint - attach rotor head (replenish missile)
9-Missile 4 hardpoint - attach rotor head (replenish missile)

To replenish the missiles, load the associated blueprint - you can find it here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2600425320
Then attach it to the ship via the rotor hardpoints, go in the ship's terminal and add the corresponding rotor to the "Missile #" group.
Once this is done, rename the group to "Missile (insert number here)" and delete the "Missile #" group. Repeat for each missile.

Toolbar 3:
1-Connector (lock/unlock)
2-Mode switch (attack/cruise)
3-Folding wings security systems (hinge lock on/off)

Please let me know what you think of this design in the comments below. Feel free to point out any flaw you might notice in the design, it will help me improve my ships in the future.
If you have any suggestion for a future ship, I'd be happy to read them.
4 Comments
Mackinaw  [author] 3 Oct, 2021 @ 2:37am 
@Blanket Not sure, I'm kind of new to the script myself. I think it's fine as long as the script in the missile's programmable block is running correctly and you put the missiles in the correct group. I'll need to experiment withi it further to find out.
Nimizz 2 Oct, 2021 @ 11:06am 
Love the ship, with regards to rearming the missiles, is it possible to just weld up the projection with multigrid projector plugin or will that mess with the missile programming?
Viper 27 Sep, 2021 @ 9:05am 
awesome ship it looks amazing!
Glorious Flame 13 Sep, 2021 @ 3:20am 
Nice fighter my friend, who speaks is Macharius!