About PFS - B - Spitfire - B - Bomber
From Steam WorkshopVanilla, Survival Friendly Update 31/5/17 - Added Whip's rotor thruster script. it is now no longer necessary to micro-manage the main thrust by pressing "1". The thrusters are now linked to the W…
Vanilla, Survival Friendly
Update 31/5/17 - Added Whip's rotor thruster script. it is now no longer necessary to micro-manage the main thrust by pressing "1". The thrusters are now linked to the W key instead, and the craft flies like any other. Also added Naval logos
Check Out the Fighter Variant Here
Spitfire Strike Fighter
Mass: 121,476 kg (With Missiles), 73,632 kg (Empty) Length: 33m (Wingspan, full spread) Acceleration: 16.7 m/s^2 (With Missiles), 27.6 m/s^2 (Empty) Connectors: 1 (Dorsal) Cargo: 1 Medium Container Batteries: 10 Weapons: 6 Gatling Guns, 2 Gatling Turrets, 6 KITE Missiles
Crew: 2 1 Pilot, 1 Co-Pilot/Gunner
Description
Seeing the Spitfire's wide wingspan as the perfect platform for guided missiles, PFS set about designing a variant that would accomodate such hardware. The Spitfire B trades out the A variant's automated defenses, rockets, and cargo capacity for a more centralized power supply in the main body. This leaves the wings open to have built in hardpoints for six KITE Missiles.
The KITE (Kinetic Impact Timed Explosive) Missile was designed to inflict maximum damage to enemy craft by piecing through their hulls and then detonating inside to blow them apart and ignite oxygen before it fully dissipated into the space beyond. Although the latter effect is seen as overkill by some, the KITE's kinetic damage output makes it a very popular choice, and it is cheaper than former guided missile designs.
The Spitfire-B has two seats, with a gunner being able to target missiles with the ship's automated turret. This allows the pilot to focus on flight or evading enemy craft, while the gunner can steer missiles towards their target, even if it is directly behind the ship.
User Manual - Read This or Your Wings Will Explode
Wings/Flight
It is of extreme importance that you always lock your wings before moving the ship. This can be done via tab 1, button 4, as seen below. Obviously, you'll need to unlock the wings any time you want to change their position. The wings are also set to automatically lock once you reach over 10 m/s. This is a convenience zone so you can move them while docking with a carrier. However, you should always lock the wings down BEFORE activating the wing thrusters, or your ship will pitch forward and possibly break in the first 10 m/s of acceleration.
Missiles
Fire the missiles from tab 3 in the pilot's seat, or tab 1 in the gunner's seat. Do not fire the missiles in swarms, as this lessens the damage output, and can also cause them to detonate prematurely. For best damage, it is recommended you spread out your impacts rather than focus them, and aim for flat surfaces when possible.
The missiles can be steered using the gatling turret marked "Shooter Reference", which is button 8 on the missile control tab. If you prefer to guide the missiles using the cameras, you can either make sure the turret is facing directly forward and steer using the ship itself, or you can remove the "Shooter" name from the turret, and replace the remote control marked "Backup Reference" with "Shooter Reference". Doing so will cause the missiles to ignore the turret, and follow the remote control, so you can guide the missiles using the ship body instead of the turret. However, this feature does not work well in MP with SE's current build, so it is recommended you use the turret instead.
KNOWN ISSUES:
1) The wings do not always move when you are sitting still, even when you take the lock off. This is usually fixed by simply nudging the ship in any direction. The wings tend to work fine once the missiles have been depleted.
2) When pasting the missiles onto the ship, make sure you unlock the wings so that they do not count as all one piece. This will allow the missiles to snap to the grid of the wing rather than the central body.
[img=http://imgur.com/dG2Z8pl.jpg]
Tab 1 - Flight Controls
[olist] [*] N/A [*] Gatling Guns [*] Wings Lock/Unlock [*] Wings Deploy/Undeploy [*] Lights On/Off [/olist]
[img=http://imgur.com/vXjm4HE.jpg]
Tab 2 - Docking Controls
[olist] [*] Left Cockpit Camera [*] Right Cockpit Camera [*] Docking Camera [*] Open Port Hangar 4 [*] Connector Lock/Unlock [*] Batteries On/Off [*] Battery Recharge On/Off [/olist]
[img=http://imgur.com/Lvq0Wml.jpg]
Tab 3 - Missile Controls - Also Tab 1 for Gunner's Seat
[olist] [*] Fire Missile 1 [*] Fire Missile 2 [*] Fire Missile 3 [*] Fire Missile 4 [*] Fire Missile 5 [*] Fire Missile 6 [*] Targetting Turret On/Off [*] Control Targetting Turret [/olist]
Scripts
Whiplash141 - Optical Missile Guidance Script, Rotor Thruster Manager
Misc
Highlights
From source dataFootprint
Rated a light load on a server.
Last update
Its author last shipped an update 9 yr ago.
PFS - B - Spitfire - B - Bomber on Nxeon
From our catalogue- One-click install
- Not available. One-click install isn't available for this game's mods yet. Download it and upload it to your server in Files.
- Server load
- light
- Smallest plan we suggest
- Space Engineers — 8 GB (8 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 2017-05-31, released 2017-05-31
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| Workshop |
From 1 recorded build of PFS - B - Spitfire - B - Bomber.
Run PFS - B - Spitfire - B - Bomber on a Space Engineers server
Deploy a server above, then upload the file in Files.
What kind of mod it is
From the catalogTechnology & automation
Machines, power, logistics and automation.
Compatibility
- Game
- Space Engineers
Verified at the source
- ✓Steam WorkshopOfficial listing, checked 2026-11-01Open ↗
- ✓AuthorLord Commissar, as published on Steam Workshop
- ✓LicenseNot published by the sourceFree
