Space Engineers

Space Engineers

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[Factorum] - "Wombat" Heavy dropship
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Type: Blueprint
File Size
Posted
13.535 MB
8 Aug @ 12:40pm
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[Factorum] - "Wombat" Heavy dropship

In 1 collection by Scorpia
Scorpia's Factorum+
4 items
Description
Description:
The Factorums "Wombat" class, VTOL, heavy drop ship was their first ship designed to operate in atmosphere and outside.

Designed to bring troops, supplies and lightweight vehicles to a planets surface from a fleet in orbit. Its bulky design, to accommodate its payload, made the ship sluggish and awkward to operate.Utilising the Factorums "Prototech" technology, the drop ship was able to deploy from a fleet far away from its destination and use its jump drives to get close, without endangering the fleet and keep a low profile. This ability allowed the Wombat to be a great choice for inserting a small ground force into a hostile planet and establish a Forward Operating Base before the main force arrives.

Armed with 6 Gatling turrets, 4 Railguns and 6 Rocket pods, the Wombat is fairly capable in defending itself. However, it is best utilised with a fighter escort due to its size and agility.



Information:
Stats:
  • PCU: 55,758
  • Blocks: 20,185



Notes:
This is a fairly large PCU small grid ship but with my potato PC it seems to run fine. I also built this ship with the "no armour edges" mod on my world so if it says their is a mod missing that will be it.



Scripts Used:
All scripts used in this blueprint are listed bellow:
  1. Whip's Subgrid Thruster Manager
  2. Whip's Turret Based Radar
  3. Whip's Planetary Compass Script
  4. Whip's Artificial Horizon Redux
  5. Power Graphs
  6. Fancy Status Displays v2
28 Comments
The~French~Man 24 Aug @ 5:56am 
@Scorpia Okay, thank you :steamthumbsup:
Scorpia  [author] 23 Aug @ 12:51pm 
@The~French~Man No just connected them normally with rotors, no glitches
The~French~Man 23 Aug @ 8:53am 
Did you use a glitch to manage to connect them together?
I created something that wants to connect to my main grid...
Scorpia  [author] 20 Aug @ 9:49am 
@Chikken You can try and see if that works not sure. But also with it being in survival you may just want to check the hydrogen aswell as I think a few of the tanks are empty
Chikken 20 Aug @ 1:35am 
Lol it's more than likely a problem on my end. Would I have to manually put the Subgrid Thrust Manager in the programmable block myself?

I suppose I should note that I spawned it in a survival world, but *with* creative mode.
Scorpia  [author] 18 Aug @ 8:39am 
@Chikken Np mate, I'm not too sure rlly what the issue may be as when I've been testing it works fine
Chikken 17 Aug @ 9:36pm 
@Scorpia sorry for the late reply; I cannot use them to move. They rotate just fine, though. I made sure to download all the scripts and check the "in-game scripts" box in the world setup. Shrug lol
Quasar 15 Aug @ 5:04am 
Looks like a panther clipper, was that was what the design was based off of?
Scorpia  [author] 14 Aug @ 10:26am 
@Chikken Is it that you can't rotate the thrusters or is it that you cant use them to move?
Chikken 13 Aug @ 11:08pm 
Even though I've installed all of the scripts, I still can't get the thrusters on the sides to work. Still a great design and I love how you did the cockpit!