Space Engineers

Space Engineers

"Saturn" VTOL Gunship [Modless]
29 Comments
Master Anon 4 Nov, 2016 @ 8:32am 
vital components exposed - diesin 1 hit
how much can it lift max?
Basti 3 Nov, 2016 @ 5:10am 
yes i did
M 3 Nov, 2016 @ 4:53am 
I think, you should have inserted decoys into the ship itself. Somewhere on the tail, for example.
UnderTrash 3 Nov, 2016 @ 3:43am 
Strike vector much?
Extevious  [author] 2 Nov, 2016 @ 2:05pm 
Did you unlock the rotors by pressing 1 first?
Basti 2 Nov, 2016 @ 2:03pm 
it changes to 8 when i switch modes
Basti 2 Nov, 2016 @ 2:03pm 
Advanced Rotor 01 speed left is set to 8 instead of -8 so it doesnt work
Extevious  [author] 1 Nov, 2016 @ 6:09pm 
Its great if you have Decoy drones to draw the fire away from the gunship. It has a merge block so you could turn this thing into a deadly dive bomber if that is what you want to use it for. other then that, it takes care of fighters and ground targets pretty quickly.
Thanks for the comment!
Lydon Rayleonard 1 Nov, 2016 @ 6:05pm 
It is a really fun ship to fly around and if your target isn't equipped with turrets, then it would be a great choice for an assault. Great work on this one.
Lydon Rayleonard 1 Nov, 2016 @ 6:05pm 
@Extervious-V Aahh ok. That is something my 3k hours of the game didn't tell me.

I did do a field test of the VTOL against a lightly armed target, and well .it went about as well as I could expect. Small ships have the problem of turrets auto-targetting the cockpit, and hitting with good enough precision to knock you out of it with the first 5 seconds of the engagement beginning. I suffer with this problem as well when building fighters and gunships. It is quite annoying honestly. I wish cockpits were tougher or turrets didn't immediately go for the headshot like that. Makes fights way to quick and rather boring, unable to stay and do anything.

I wish I could give a suggestion about this, but the only thing you can really do is either put out huge wings with heavy armor filled with decoys, which wouldn't fit this ship, or surround the cockpit in heavy armor, which again, wouldn't fit the ship.
Dr. Robotnik V 1 Nov, 2016 @ 3:56pm 
Just looked through it, and if you set rotor right to its positive degree, then it moves to the correct position. So, basicly if both thrusters need to be at degree 113, the set the right rotor to 247. 247 is 360-113. As for the massive jumping, it's a bug. I'll report it when I get the chance.
Extevious  [author] 1 Nov, 2016 @ 3:13pm 
@Lydon Rayleonard It's for unflipping the ship if you ever run into that issue. Gyro Override has a higher torque then 'Q' and 'E' for roll.

@Robotnik V I might contact him. Most likely its from the mos recent update for Dev.

@Player_907 I have no idea what Redeemer is from SC: (after googling it) Damn! Looks almost just like it!
Lydon Rayleonard 1 Nov, 2016 @ 1:54pm 
Quick question. What is the gyroscope override on 9 of tab 2 suppose to be used for?
Dr. Robotnik V 1 Nov, 2016 @ 1:03pm 
You may want to contact Coren and ask him to look over the ship to see why it's malfuctioning on dev branch.
Vinier McNuggNugg 1 Nov, 2016 @ 12:41pm 
Be advised, hostile VTOL Warship inbound
Andrew_Z 1 Nov, 2016 @ 10:33am 
Was this inspired by Star Citizen's Redeemer?
Q 1 Nov, 2016 @ 6:49am 
You're welcome! thanks for clarifying how to use it :D
Extevious  [author] 31 Oct, 2016 @ 4:52pm 
@Kiddcrab If you keep the Oxygen Generators packed with ice you should be fine. Using the 'exit angle' with most ships would be 45 Degrees at 30-60% thruster output. all you need to do is achieve maximum speed, gain altitude and use as little fuel as possible via the 'increase or decrease thruster config in the 3rd tab. i'm actually redesigning the toolbar layout to be more user friendly atm. This is my first VTOL sio it a little buggy. but to be honest its a great sucsess. Thanks for taking intrest in my creation! :steamhappy:
Extevious  [author] 31 Oct, 2016 @ 4:47pm 
@Robotnik V I have no idea how to fix the issue you are having. However, have you tried attaching and detaching the rotors in space yet? sometimes that helps as the game thinks the rotors are at a different angle and 'breaks' the link between what it really is at and where it thinks it's at leading to exploading rotors.
Q 31 Oct, 2016 @ 4:19pm 
i find it hard to believe this has enough hydrogen to leave the atmo
Dr. Robotnik V 31 Oct, 2016 @ 4:19pm 
I know this was created on the stable branch, but the flight mode change is not working in developer. The issue currently is that the rotors move at explosive speeds when changing positions, and the right rotor is not recieving the correct rotations values. Any suggestions? Besides that, this may be the first space to planet vtol that I'm satisfied with.
Extevious  [author] 31 Oct, 2016 @ 3:29pm 
@Purple Chapter the problem with that is the fact 30 extra blocks wound have to be added onto the rear... there is just not enough room for that add-on. Besides, even tho I got a centered, the trusters are just so powerful it sill has the same effect (but less). Thanks for the comment tho, I greatly appreciate it! :steamhappy:
Wygos 31 Oct, 2016 @ 5:17am 
Nose diping is actually the problem with balance
i would increase tail lenght.
Extevious  [author] 30 Oct, 2016 @ 3:10pm 
if you are at max speen they wont work at all. you have to slow down past 360km/h in order for them to rotate.
StealthCharm 30 Oct, 2016 @ 1:06pm 
I did but for some reason the buttons just wouldnt work. the rotors wouldnt work at all as a matter of fact even trying to adjust them in the terminal
Extevious  [author] 30 Oct, 2016 @ 12:51am 
@StealthCharm you need to unlock the rotors first by pressing [8]
StealthCharm 30 Oct, 2016 @ 12:32am 
The programable block buttons do not do anything when i push them.
Extevious  [author] 29 Oct, 2016 @ 5:56pm 
@JCapt Thanks!
JCapt 29 Oct, 2016 @ 5:53pm 
Good looking VTOL! Good job as always. :)