This is a role-play ship, based on the hull from jayman38's Leopard Dropship. (Leopard Dropship).
Rebuilt by Asypha. In memory of Pariahsis.
Stats:
Mass: 2,182.6
Length: 66m, Width: 22m, Height: 51m
Power: 205,123.5 (120,202.6e/sec)
Thrust: 3,552.3, Ratio to mass: 1.3
Total rotational potential: 0.5, 0.5, 0.7
Structure HP: 429,430
Armor HP: 894,650
HP Damage Penalty: 0.44
Weapons:
4x Large Lasers (8pts damage each) (2 per wing)
3x LRM20s (20 missiles, 1pt damage each) (1 per wing, 1 nose)
3x Medium Lasers (5pts damage each) (all in nose)
2x PPC (20 pts damage each)(in turret)
A few notes:
With that out of the way, here are a few pictures of the build.
External Doors Closed, then Open. The bays are large enough for a Banshee, assuming if it would crouch a little...
Partial view of rear engineering.
View attachment 41334
Mess view from the window over the Mech pilot's table. View attachment 41333
Functional door display in the cockpit.
View attachment 41335
Officer's lounge with Mech pilot rooms and the door to the officer's head.
Tech lounge (officially the Fighter bay door control room)
AI\Computer room.
Medbay
PPC Turret
Please enjoy this and pass along any feedback you have.
Thank you,
-Asypha
Rebuilt by Asypha. In memory of Pariahsis.
Stats:
Mass: 2,182.6
Length: 66m, Width: 22m, Height: 51m
Power: 205,123.5 (120,202.6e/sec)
Thrust: 3,552.3, Ratio to mass: 1.3
Total rotational potential: 0.5, 0.5, 0.7
Structure HP: 429,430
Armor HP: 894,650
HP Damage Penalty: 0.44
Weapons:
4x Large Lasers (8pts damage each) (2 per wing)
3x LRM20s (20 missiles, 1pt damage each) (1 per wing, 1 nose)
3x Medium Lasers (5pts damage each) (all in nose)
2x PPC (20 pts damage each)(in turret)
A few notes:
- There are no shields, weak weapons, and no jump drive due to my desire to build close to Battletech lore.
- It has a greater than 1 thrust ratio, so it can fly in atmosphere.
- Additionally, the Radar Jammer drains power quickly.
- The light controls for the engine and intake are both on the tool bar. (3 buttons total)
- All 10 doors are controllable from the toolbar (or buttons in the rear engineering area.
- When leaving the turret or gantry arms, press c to realign them to eliminate collisions with other moving parts.
- Sometimes the fighter doors get hung up on the plex door portion as a result of the way rail detection currently works. (docked entities can cut corners and trigger the next block before fully leaving the corner rail.
- 4 Mech pilot rooms
- 1 Aeromech pilot room with bunks for 2
- Captain and Co-pilot Rooms
- Bunk area with 8 standard and 1 private bunk
- Standard bathroom
- Officer's bathroom
- Weapons control center (Where you can wire buttons from remote triggers to create weapons groups in RP)
- Med bay with 4 beds
- Bridge with 4 stations
- Mess hall with (very) small kitchenette
- AI Computer Room
- Rear Engineering Area controlling all Mech bay doors
- Lighting control room (engine lights)
- Fighter bay door control room (which is also an unofficial tech lounge)
- Gantries for Port and Starboard Mech bays with boarding arms (not really rooms)
- Officer's Lounge area
- Standard Lounge area
With that out of the way, here are a few pictures of the build.
External Doors Closed, then Open. The bays are large enough for a Banshee, assuming if it would crouch a little...
Partial view of rear engineering.
View attachment 41334
Mess view from the window over the Mech pilot's table. View attachment 41333
Functional door display in the cockpit.
View attachment 41335
Officer's lounge with Mech pilot rooms and the door to the officer's head.
Tech lounge (officially the Fighter bay door control room)
AI\Computer room.
Medbay
PPC Turret
Please enjoy this and pass along any feedback you have.
Thank you,
-Asypha