Xarik multirole spaceplane OXP released
Posted: Fri Jan 23, 2009 12:49 am
Alright, I'm satisfied I have achieved my goals, it looks free of major bugs, and I'm satisfied with it's ingame performance. So I serve it up hot and fresh to you, the Comoonity.
Xarik Spaceplane
By Wyvern
----------------
Hybrid transatmospheric, lifting-body/airfoil, single-stage-to-orbit vehicle, offers high adaptability, and good capability/survivability in all roles.
Energy banks: 6 (Three per wing)
Recharge: 5.0
Yaw: 1.0
Pitch: 1.0
Roll: 2.0
Speed: .360 LS
Thrust: 50
Atmospheric capability: Yes
- Flight control is a full fly-by-wire system, controlled via digital input to an RTAM-FCS2 computer. Atmosphere-space transition is seamless to the pilot.
- Craft powered by four Lemars Corp "Prossett Jr" sublight thrusters; each unit is a miniaturized version of the Prossett ThruSpace model.
Cargo: 18
Expansion: 12
Total: 30
- To maximize hull space, energy condensors and fuel is stored in the wings.
Weapons Loadout
Laser mount points: 4 (Front, Rear, Left, Right) (Recommended lasers: Military front and rear, Beam left and right.)
- Laser mounts have been carefully adjusted for pinpoint precision accuracy. No more having to aim slightly high and/or slightly low. Sniper's paradise!
Missile pylons: 10 (Six pylons on fuselage, four under wings. Extra pylons provided for drop tanks and other pylon-mounted kit.)
Shield booster: Yes
Shield enhancement: Yes
EEU/NEU: Yes
E-Bomb: Yes
Scoop: Yes (She scoops good. She scoops real good! No really, scooping spacejunk is a breeze.)
Injectors: Yes
Autoturrets: Yes - Four Browning DPC1925A with Class B fire control computer, interlinked with FoF radar and targetting system. (Top, bottom, left, right; power 15)
- Autoturrets carefully adjusted to perform best in a defencive/assistive flak cannon role.
They are deliberately weak, and only inflict pulse-laser level damage; in combat, it's best to forget the turrets and concentrate on fighting with your lasers & missiles. Although using a side laser has the benefit of the side turret adding it's fire to yours.
Price: 155000 Cr, available at TL 6 +
Crew: 1 or 2. Nominal 2
NPCs: Traders, Hunters, Pirates, the very rare, potentially very hard "Evil Twin" pirate, and iron-assed Police Vice Detectives
Shaders?: Yes
- "Quicksilver" metallic specular hull effect
- Running lights glow effect
- Variable engine heat glow effect (Switch to external view and engage docking computer, or play with the throttle! Not bad for my first attempt with shaders, I must say. Thnx Griff)
Autoturrets and shader effects require Oolite 1.71 or better to function correctly. OXP flight-tested in Oolite 1.72.2 on WinXP with shaders switched to 'full' mode.
Now available at a ship dealer near you.
Xarik Spaceplane
By Wyvern
----------------
Hybrid transatmospheric, lifting-body/airfoil, single-stage-to-orbit vehicle, offers high adaptability, and good capability/survivability in all roles.
Energy banks: 6 (Three per wing)
Recharge: 5.0
Yaw: 1.0
Pitch: 1.0
Roll: 2.0
Speed: .360 LS
Thrust: 50
Atmospheric capability: Yes
- Flight control is a full fly-by-wire system, controlled via digital input to an RTAM-FCS2 computer. Atmosphere-space transition is seamless to the pilot.
- Craft powered by four Lemars Corp "Prossett Jr" sublight thrusters; each unit is a miniaturized version of the Prossett ThruSpace model.
Cargo: 18
Expansion: 12
Total: 30
- To maximize hull space, energy condensors and fuel is stored in the wings.
Weapons Loadout
Laser mount points: 4 (Front, Rear, Left, Right) (Recommended lasers: Military front and rear, Beam left and right.)
- Laser mounts have been carefully adjusted for pinpoint precision accuracy. No more having to aim slightly high and/or slightly low. Sniper's paradise!
Missile pylons: 10 (Six pylons on fuselage, four under wings. Extra pylons provided for drop tanks and other pylon-mounted kit.)
Shield booster: Yes
Shield enhancement: Yes
EEU/NEU: Yes
E-Bomb: Yes
Scoop: Yes (She scoops good. She scoops real good! No really, scooping spacejunk is a breeze.)
Injectors: Yes
Autoturrets: Yes - Four Browning DPC1925A with Class B fire control computer, interlinked with FoF radar and targetting system. (Top, bottom, left, right; power 15)
- Autoturrets carefully adjusted to perform best in a defencive/assistive flak cannon role.
They are deliberately weak, and only inflict pulse-laser level damage; in combat, it's best to forget the turrets and concentrate on fighting with your lasers & missiles. Although using a side laser has the benefit of the side turret adding it's fire to yours.
Price: 155000 Cr, available at TL 6 +
Crew: 1 or 2. Nominal 2
NPCs: Traders, Hunters, Pirates, the very rare, potentially very hard "Evil Twin" pirate, and iron-assed Police Vice Detectives
Shaders?: Yes
- "Quicksilver" metallic specular hull effect
- Running lights glow effect
- Variable engine heat glow effect (Switch to external view and engage docking computer, or play with the throttle! Not bad for my first attempt with shaders, I must say. Thnx Griff)
Autoturrets and shader effects require Oolite 1.71 or better to function correctly. OXP flight-tested in Oolite 1.72.2 on WinXP with shaders switched to 'full' mode.
Now available at a ship dealer near you.