Space Engineers

Space Engineers

[HS] CEU Kingfisher Torpedo Boat [TBO]
22 Comments
5URG3  [author] 21 May, 2020 @ 10:15am 
@Fibonacci Sniper - Thanks. You are welcome to use any of my ships, even this old rust bucket :D

However, I have one rule, if you use them in anything published on the Steam Workshop or Youtube or any other public website, you have to put a link to the original and say where you got it.
Disco_Pistons 21 May, 2020 @ 9:39am 
This whole fleet is an absolute MASTERPIECE! Every single one has some serious thought put into it and its amazing to see the whole thing come together! I am going to be working on a project and was wondering if I could use this ship and the rest of the fleet. Thanks again for sharing this amazing work!
BlackRook 17 Feb, 2017 @ 10:31pm 
Hey, just having the info on where to start is a big help - thanks. Great ships!
5URG3  [author] 14 Feb, 2017 @ 7:13am 
@BlackRook Hey, yes you are correct, recent updates have wrecked virtually all Player Made Weapons. I haven't played SE in about three weeks, so I don't know exactly what works and what doesn't, but here's a list of bugs that are probably the cause of the problems.

1. Projectors were altered a while back and now don't work if the projection's yaw, pitch and roll are changed. Both the torpedo and ship BP must be changed.
2. You can no longer build on a merge block because the fixing point was removed. Not sure how to fix this, may have to wait for patch.
3. Welder range was nerfed, so the welders may not build all the blocks. This needs to be reverted by Keen or more Welders added to ship.
4. Timers were altered and no longer remember their setting when built via projection. This has been fixed I think, but I don't know if it had any lasting effect.

Once the bugs are resolved, you should be able to build a similar Torpedo and Launcher without too much problem.
BlackRook 13 Feb, 2017 @ 2:30pm 
Hey, probably just me messing up, but I can't make this work. Projections don't line up, program does not run through. Tried moving the projection around but to no great effect.
Looks to me like the most recent update busted everything around here with torpedo projection. Any tips or guidance would be appreciated, I know this is old but It is PERFECT for my the fleet carrier I am building.
5URG3  [author] 17 Oct, 2015 @ 4:06am 
Yes, it's possible to pierce G Shields by switching off the Artificial Mass, check out my Timberwolf Frigate if you want to know more.
Comet Streak 16 Oct, 2015 @ 7:57pm 
On a note for countering gravity shields, would it be possible to build a special torpedo with it's own gravity field to counter this? It might be a good idea for a specialized ship.
5URG3  [author] 10 May, 2015 @ 3:46pm 
I tried to reproduce this problem but no luck, it seems to be working fine for me. I even tried spamming buttons to see if I could break it but it welded fine each time. Not sure what's happening.
DJSawDust 10 May, 2015 @ 12:09pm 
Just tested again, only fires the first torp then the next merge block after welding comes lose and stops the projection from being welded. On full auto mode, it works fine, as long as that is how the first torp is fired.
5URG3  [author] 10 May, 2015 @ 2:12am 
I'm not sure, it should be ready to fire as it is pasted. Then it should auto reload after firing. I'll check it out later.
DJSawDust 9 May, 2015 @ 10:43pm 
I was just testing out the ship (cuz I want to steal your torpedo and launcher design :D) and there seems to be a problem with rearming the tube. When the system starts welding the next torp, the merge block does not attach and starts drifting in the bay, ceasing the welding. What am I doing wrong?
5URG3  [author] 9 May, 2015 @ 3:43pm 
Shield proof Grav Torpedos can be done, and I think I know how to make them auto fire too. However they are significantly bigger, so they will probably have to be mounted on a larger ship.

As for Cruisers, they will happen, but not for a while.
DJSawDust 9 May, 2015 @ 3:23pm 
Would adding a timer to turn off the AM/SB help with defeating gravity shielding?
flamingwigs 9 May, 2015 @ 2:26pm 
Holy crap those torpedoes! They go straight through heavy and light armor combined. Cruisers coming next?
Based_Stickman 6 May, 2015 @ 5:44pm 
This is a great concept. My major problem is the torpedo bay needs to be longer to usee non spaceball torpedoes so you can et up torps with timers etc.
Zane Solomon 4 May, 2015 @ 12:59pm 
like your ships.
Whiplash141 4 May, 2015 @ 10:24am 
Ok, Fair enough! Designing ships with built in little weaknesses is fun :) I mean if Darth Vader hadn't thought so, they wouldn't have needed a second Death Star :P

And I do agree that AM blocks can be... cumbersome in this regard lol

I'm interested to see your shield ship!
5URG3  [author] 4 May, 2015 @ 9:40am 
Thanks, I'm glad you like it. Believe it or not, the gravity deflection is not entirely unplanned. I'm hoping to build ship to A. Protect the fleet with a gravity shield and B. nullify enemy gravity fields. This will hopefully allow more variety in battles. It's also easier to setup auto fire with space balls instead of artificial mass.
Whiplash141 4 May, 2015 @ 9:00am 
This ship is fantastic. First off, I love the look of the craft! Secondly, It functions like a charm! Great penetration on the torpedoes as well! On a side note, the torpedoes as they stand currently are easily deflected by gravity fields; maybe a sensor could be used to turn off the masses after launch to fix this :)

I cant wait to try out more of your ships.
Paddy011 3 May, 2015 @ 2:19pm 
Thank you
5URG3  [author] 3 May, 2015 @ 9:21am 
Fast Attack Craft, it's the smallest class of Large ship in my fleet. The next class up is Corvette.
Paddy011 3 May, 2015 @ 9:15am 
What is FAC?