Introducing the JM38 AMS Torpedo Shuttle.
This shuttle is very moderate with roughly a 0.5 thrust/mass ratio with a maximum speed factor of about 70.
One of the most limiting aspects of this design is the limited space for power generation, so it will struggle when multitasking, so the pilot is well-advised to focus on one task at a time. 50k additional e with only about 7k e/s generation. 30k shields with nearly 1k s/s regeneration. The Radar jammer can only last for about 8 seconds. There is a single 9-block beam weapon.
This shuttle is very moderate with roughly a 0.5 thrust/mass ratio with a maximum speed factor of about 70.
One of the most limiting aspects of this design is the limited space for power generation, so it will struggle when multitasking, so the pilot is well-advised to focus on one task at a time. 50k additional e with only about 7k e/s generation. 30k shields with nearly 1k s/s regeneration. The Radar jammer can only last for about 8 seconds. There is a single 9-block beam weapon.
Side View:
Top View:
Front View:
Engine View:
Top View:
Front View:
Engine View:
The ship started with the torpedo skeleton found here.
The rule is that this skeleton must remain intact, with no removed blocks.
I started with wanting to insert a transporter pad with full access to the on-board logic systems, fore of the torpedo shell.
There was enough room here for a transporter pad as well as some other blocks above the logic. There was even room to add a doorway in front of that, and to place a door to a cockpit. The remaining hull "ledge" leading up to the ship core was just long enough to handle half a cockpit. The rest was filled in with advanced armor to keep it from being punched through easily. Alongside the core is some basic blocks including a brown armor wedge directly behind the core to use as a cockpit chair.
I wrapped the cockpit in glass door, allowing easy access, so that I would not have to enter the transporter room on the way to the cockpit. It may be weaker, but is ultra-convenient.
I was tempted to go with a assymetrical ship design due to the established logic equipment, but since I was starting with another builder's skeleton, I stuck with my more experienced design of a symmetrical ship.
I also wanted to build more of a vertical ship. However, the raw length of the skeleton indicated that I would have a delta shape. I needed to ensure that the bottom of the ship was clear to allow the torpedo to launch without any interference or potential blockage.
Overall, I am sticking with my design philosophy of smooth, easily-constructed, atmosphere-friendly large plates, instead of detailed surface greebling. After all, it's a shuttle, and shuttles generally need to be able to land on a planet. In hindsight, it's unfortunate that there is no room in the shuttle for a passive-stop antigrav hover system.
I was inspired by a different ship design by another builder to integrate weapon turrets into an integrated structural element, so this shuttle makes use of AMS "winglets" and an AMS "fin". These structures normally serve as simple wing structures, but in the presence of missiles, these AMS winglets get to work to clear the sky around the shuttle.
A bulky addition to the shuttle design is a protective layer of blast door that wraps around a lot of the logic mechanics. This layer is designed to protect the mechanics, while allowing the astronaut to "open" this layer, to allow "stuck" mechanics to continue their movement. Since it is heavy, it really adds to the mass of the ship, but it's heavily armored. There is even some blast door near the AMS winglets, to allow the astronaut to release movement if the turret gets "stuck".
The engine ports are a little bit ostentatious for such a small design, but looks matter. Furthermore, to break up the grey hull, I painted a white stripe around the narrower upper-half of the ship, to break up the grey armor panels.
There are UDS-dockable doors on either side of the teleporter room. I added a central docker above this area, where it can be easily docked to a hanging rail, a central docker at the nose, and finally, I added one behind the lower torpedo camera to allow this shuttle to dock to a floor.
To save on mass, I did not include any landing gear, so currently, planet landings will require a spaceport or temporary docking station, as well as either a transporter or role-play jumping entry.
The rule is that this skeleton must remain intact, with no removed blocks.
I started with wanting to insert a transporter pad with full access to the on-board logic systems, fore of the torpedo shell.
There was enough room here for a transporter pad as well as some other blocks above the logic. There was even room to add a doorway in front of that, and to place a door to a cockpit. The remaining hull "ledge" leading up to the ship core was just long enough to handle half a cockpit. The rest was filled in with advanced armor to keep it from being punched through easily. Alongside the core is some basic blocks including a brown armor wedge directly behind the core to use as a cockpit chair.
I wrapped the cockpit in glass door, allowing easy access, so that I would not have to enter the transporter room on the way to the cockpit. It may be weaker, but is ultra-convenient.
I was tempted to go with a assymetrical ship design due to the established logic equipment, but since I was starting with another builder's skeleton, I stuck with my more experienced design of a symmetrical ship.
I also wanted to build more of a vertical ship. However, the raw length of the skeleton indicated that I would have a delta shape. I needed to ensure that the bottom of the ship was clear to allow the torpedo to launch without any interference or potential blockage.
Overall, I am sticking with my design philosophy of smooth, easily-constructed, atmosphere-friendly large plates, instead of detailed surface greebling. After all, it's a shuttle, and shuttles generally need to be able to land on a planet. In hindsight, it's unfortunate that there is no room in the shuttle for a passive-stop antigrav hover system.
I was inspired by a different ship design by another builder to integrate weapon turrets into an integrated structural element, so this shuttle makes use of AMS "winglets" and an AMS "fin". These structures normally serve as simple wing structures, but in the presence of missiles, these AMS winglets get to work to clear the sky around the shuttle.
A bulky addition to the shuttle design is a protective layer of blast door that wraps around a lot of the logic mechanics. This layer is designed to protect the mechanics, while allowing the astronaut to "open" this layer, to allow "stuck" mechanics to continue their movement. Since it is heavy, it really adds to the mass of the ship, but it's heavily armored. There is even some blast door near the AMS winglets, to allow the astronaut to release movement if the turret gets "stuck".
The engine ports are a little bit ostentatious for such a small design, but looks matter. Furthermore, to break up the grey hull, I painted a white stripe around the narrower upper-half of the ship, to break up the grey armor panels.
There are UDS-dockable doors on either side of the teleporter room. I added a central docker above this area, where it can be easily docked to a hanging rail, a central docker at the nose, and finally, I added one behind the lower torpedo camera to allow this shuttle to dock to a floor.
To save on mass, I did not include any landing gear, so currently, planet landings will require a spaceport or temporary docking station, as well as either a transporter or role-play jumping entry.
After launching the torpedo, this shuttle should give chase, to provide AMS cover while the torpedo accelerates to target.
Furthermore, this shuttle might also serve as a boarding shuttle, entering holes in the target ship's defenses, so that boarding parties can teleport onto the shuttle to disembark onto the target directly. The AMS winglets should help protect friendly units during such a vulnerable boarding action.
Furthermore, this shuttle might also serve as a boarding shuttle, entering holes in the target ship's defenses, so that boarding parties can teleport onto the shuttle to disembark onto the target directly. The AMS winglets should help protect friendly units during such a vulnerable boarding action.