Space Engineers

Space Engineers

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A-01A Corvidae (No mods, 6 scripts)
   
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Type: Blueprint
File Size
Posted
Updated
2.452 MB
9 Oct, 2021 @ 10:47am
26 Aug, 2022 @ 3:44pm
4 Change Notes ( view )
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A-01A Corvidae (No mods, 6 scripts)

In 3 collections by BlueBirrb
CFR Celestial Federal Republic
85 items
Republic of Pertam (RoP)
71 items
Triton Republic
66 items
Description
An old video from JackRPG, big thanks to him for reviewing this blueprint !

The A-01A Corvidae Attack craft ! built from the need for a dedicated anti tank platform.

The Defense ministry of the Celestial Federal Republic issued a need for a dedicated strike, scout craft able to loiter in the air for long to destroy enemy vehicles particularly tanks, so our engineers at Ferrum Industries took the task for themselves and began working on it.

The A-01A Corvidae is armed with:

2 Gattling Guns with plenty of space for ammo
2 Rocket Launchers ( In Salvo)
2 GT-02B Universal Torpedoes, Guided by Camera or Turret or Beam Ride

Primary Roles:
Strike,CAS,Armed Reconnaissance, Reconnaissance, Scouting

Secondary Roles:
Interception, CAP, FAC

This is meant to be more of a scout with the ability to use it's guided missiles against targets that don't have enough defensive capacity to stop the missiles, always strike from afar.

Pertam Double Seater here
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2626369190

Power:
2 Large Batteries
Dozen of Small Batteries
3 Small Reactors

Other Components are:
2 Antennas
1 Ore Detector
1 Laser Antenna
6 LAMP Cameras
Custom Turret Controller
2 Offset Spotlights
2 Small Merge Blocks for missiles
3 Navigation Lights
5 Programmable blocks
Antenna
Connector
4 Small Cargo Containers (1 For Parachute not connected to the conveyor system)
Air Vent for the cockpit
1 Parachute Hatch

The Scripts are:
WHAM
LAMP
Vector Thrust OS
Whip's Artificial Horizon Script
Whip's Salvo Script
Whip's Turret Based Radar

Comments are welcomed, hope you guys like it !
6 Comments
BlueBirrb  [author] 14 Oct, 2021 @ 1:42pm 
Thanks I'll keep that in mind !
Double Tap 50Cal 13 Oct, 2021 @ 6:26pm 
you will make amazing small grids if you keep to that you have a very nice unique design just lacks shaping if you combine unique design with high details you will produce top tier work down the line.
Double Tap 50Cal 13 Oct, 2021 @ 6:24pm 
if a nose is basic the middle part is basic the back halfs basic you cant just increase details half way in to a build it wont match and look un-even got to have a strong start then keep to the design level.
Double Tap 50Cal 13 Oct, 2021 @ 6:21pm 
the nose of a ship can dictate the entire design - body - wings if you try to increase detailing start with the nose and work down might get results if you experiment and just go with the flow the concepts good, i found you can tell if a ships going to be good half way in just by how the first half is laid out.
BlueBirrb  [author] 13 Oct, 2021 @ 1:31pm 
I personally combined the MV-22 with RAH-66 and envisioned something like that lol, I shaped the missiles like that because they will look ugly if exposed, nontheless...I wanted the tail to have the large thruster move sideways...but then I noticed irritating shaking when trying to guide the missiles....

I suppose you don't like the wings and tail XD
Double Tap 50Cal 13 Oct, 2021 @ 12:07pm 
visually its not that good body work wise better shaping will make it stand out with body work details.