Rodina Class Frigate (RP)

    Rodina Class Frigate (RP) 1.0

    Let me start off by saying that I will forgoe the normal RP oriented intro to this ship, because I have plans for it, and there could be spoilers.

    The idea is that this ship is a frigate created on Earth itself hundreds of thousands of years before events in starmade are normally considered to take place. Veterans of Tectum Clementia should know what I mean when I say "Pre Hegemony". Certain technologies are not present at all, including:
    Deflector shields
    Thrusters
    Normal Power Generation
    Normal Weapons systems
    AI
    Gravity
    Safety



    This is the first ship I have made (or seen so far) that sports a true "rotating habitation module" setup. Due to the limitations of the Display modules, only one of the two modules has working displays. Chalk it up to a computer error aboard ship.

    Please note that all systems and main rooms are clearly labled. In russian.

    WEAPONS SYSTEMS:

    The first weapons system you may note is a fairly standard dual barrel rapid fire cannon turret. This must be operated manually, there is a hatch in the roof of the bridge to access it. Firepower is laughably small, and the field of view is quite limited. "It was, at the time, considered to provide excellent coverage against small ships and missiles"


    The ship's TRUE primary weapon is a somewhat larger turret, that fires missiles "heavy explosive shells". This is NOT a traditional turret. Rather, it can only be controlled and fired via buttons on the bridge. These rotate and elevate the turret, and fire the cannon. This is NOT an accurate way to use the weapons, but is (to my knowledge) unique in turret design and excellent for RP.

    This is an image of the bridge showing the turret control panels and reactor control panels (more later on these)


    The final weapons system on the ship, and (lore wise it's principal strategic implementation) are six vertical launching torpedoes. These are TOTALLY nonfunctional, at least until Schema puts in some AI Ramming code. These torpedoes DO have AI, I trust you not to remove the missile guidance packages and install it on the defense turret. Please remember to open the silo doors BEFORE launching the missiles or you are GOING TO HAVE A BAD TIME.

    CREW AMENITIES:

    The crew really want to spend the majority of their voyages (often hundreds of years long) frozen in cryo sleep, for which there is a bay in each habitation module.


    There is, however, a pair of dining halls...

    A pair of sick bays...

    A lovely command area... As well as all of the other facilities any of my RP-oriented ships sport. Assume restrooms, break rooms, machine shop, private and semi-private sleeping arrangements, the lot!

    ENGINEERING FACILITIES:

    Like I said, the Hab modules DO rotate! Here is the control panel. Each airlock to hab modules has a "cycle airlock" button in it, that activates gravity, you are on the honor system here. Living in the hab modules while they are actually rotating may be problematic.


    All power on the ship comes from eight small fusion generators. Under normal circumstances, these generate a pitifully small ammount of energy. I suggest increasing the output (and decreasing the range) of power supply beams to make them more effective as actual power sources for large ships. Mine only reach about two blocks, but supply FAR more power that they use, and keep the ship pretty well topped up when they are all operating. Be Warned... Obey all warnings and cautions when activating these generators.


    Rather than coil thrusters, this ship relies entirely on "Push module" propulsion. There are six engines, which must be turned on from engineering (pictured) although their timing is actually handled by the main computer on the bridge. If your engines are using more energy than is being generated, you will suffer a major hit to acceleration. Only turn on as many as your power generation can support. With all engines churning, you can expect to make nearly 25kph! There may or may not be a modification you can make to the ship to increase engine output simply by changing a few key blocks...


    The engine outputs are shown here...

    Which do change as engines are brought online.


    One of the greatest features of the ship is the docking bay. It can hold three small shuttles, but currently holds one shuttle and a backup power plant. The door operation is pretty self explanatory.


    CONCLUSION:

    As you may be able to tell, this ship has nothing whatsoever to do with the Arms Race taking place on some servers. She is neither powerful nor beautiful, but is here to tell a story. I would suggest server owners either set it up as an dedicated RP event (with increased output for power supply beams and WARHEADS (they are quite unsatisfactory as-is)) or start up the engines and set it rolling toward inhabited space as a ghost ship. The push engines keep it moving without player intervention, so the only way to stop it would be to COMPLETELY destroy it, or board and turn off the engines by hand.

    I regard this as my current pinnacle of RP-oriented shipbuilding, and a fine example of Rail Implementation. Maybe someone out there will look at my ideas here, and go out and build something ten times better... I hope so! Have fun out there!

    Oh, and For those of you expecting this to be a spooky ghost ship... don't worry. The version I plan to use WILL BE.
    Author
    Ixalite
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    Outstanding job on the look and feel, and the "button-operated" turret is hilarious.

    Dman shame about the torpedoes, but things like that are why parts of the fanbase have been telling schema that we need a torpedo AI from the very moment the warhead was stuck onto a Bobby-AI ship.
    I am interested in how the torpedos are supposed to work, they can be fired but i am not completely sure how the Bobby-AI is supposed to track a target.

    Concerning the ship, i really like the industrial feel!
    Ixalite
    Ixalite
    Tragically, most features on this ship are more for RP than for function. The Torpedoes will not work until AI Torpedo mode is added to the game. They DO however have a very satisfying "vertical launch" system which you should try.
    FINALLY someone made a ship with torpedoes that actually have is good looking and good working!!!!