2023 ended weirdly abruptly for me, but I got the shot in the arm I needed in order to hit the ground running in 2024. This year's going to be absolutely crazy, but for me personally, I feel my worst years are finally behind me. I'm ready to stop drowning in a sea of...
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Cosmo Messer Update
I figured it was time for another Cosmo Messer update. There’s always going to be the question of mods, though. How many is too many? Isn’t plain old vanilla just best for workshop hopefuls? Well yes and no, but I’ve seen some decent workarounds in the form of vanilla ‘versions’ and ‘modded’ versions. I’ve decided to adopt the same approach for certain ship builds going forward. With that, let’s take a look at the updated Cosmo Messer.
This screenshot is the vanilla version.
There are design compromises here aplenty but only scripts are used. Something interesting to note about the size and shape of this fighter is that I was able to put most of the maneuvering thrusters inside. I even forgot to take out some of the timer blocks and space balls that I was testing with the modded version and there’s still plenty of room inside for more parts.
All of the internal thrusters are hydrogen based, so I didn’t need a lot of them to get the thing moving. I just needed 2 blocks of clearance per thruster for safe operation. Sadly, ion thrusters are so frustrating to use that they border on being useless for my builds. They don’t need conveyors or hydrogen storage to operation, just power, but their output’s so sluggish that you need an insane number of them. They’re better as cosmetics on small combat ships.
To help distinguish the Cosmo Messer from the Cosmo Falcon, I gave the base model a yellow nose similar to some of the Messerschmitt paint schemes.
To take it a step further I also ditched the ‘prongs’ of the Falcon and added two fin-like structures on the tip of the nose. I also tried to give the engines a bold thrust vectoring look like with the F-22 Raptor. It’s not much, but the differences add up to a noticeably different profile.
There aren’t enough hydrogen thrusters for reliable atmospheric flight or hovering just yet. That will change after some experimentation.
The vanilla version has no issues reaching high speed.
There are a number of scripts running inside, too.
Top down view shows the overall shape of the Cosmo Messer.
The Cosmo Messer base model still uses just four machineguns and a rocket launcher like before, but other variants will add to that or switch out those weapons for other options. It just depends on the use cases.
Now for the modded version.
Note the landing gears.
The main difference between the modded version and the vanilla version are the landing gears. I don’t like having landing pads or wheels sticking out from the bottom of the vehicle, and the shape of this ship would have made that a requirement. The modded version used to have a defensive shield, but I decided not to use that on the base model. Other versions might have it, but I feel the base model shouldn’t be decked out with all the bells and whistles, just have the occasional panel or hardpoint that implies a much greater potential.
The dynamic laser compression thrusters were a strong case for the modded version.
Naturally, this version handles extraordinarily well in all directions. The DHI thrusters don’t need any clearance so they can be placed anywhere inside the hull. I typically group them up in front of the external engines so the SIMPL readout looks better. Really, though, they could go anywhere. I won’t call this the ‘True Cosmo Messer’ but as far as the look and feel of it, this is what I had in mind originally. Having landing gears and ridiculously good handling also makes it usable in all environments.
There’s one more version I made that I want to show off today.
The Cosmo Messer A1.
The paint scheme isn’t all that’s different. This one is a carrier based interceptor with both the base model’s weapons, and some extras. It carries 6 air to air missiles (conveyor mounted launchers), 2 target designators, a rocket pod, and four machineguns. The designators act as the front ends of those pod looking things on the wings.
I had to change a few things under the wings and that gave it an aesthetic similar to the F-15 Eagle when armed.
I couldn’t find any pointed or rounded edges that fit the back ends so I just stuck some colored spotlights back there to keep it from being flat and bland.
One last thing to note. While the vanilla and modded base models have the same magnetic plate as the carrier fighter version for the purposes of docking, the carrier version has an additional use. I built a gravity catapult to test it and the magnetic plate works perfectly as a ‘hook’ to keep the messer in place until its thrusters are fired up. Originally the catapult had its own holding plate but I wanted the fighter to be able to launch itself without any timer blocks being involved. (I still might add some to shut the catapult down post-launch though). Once the pilot’s ready, they can switch the holding plate’s lock state and they’ll be on their way. I’ll showcase the catapult once I’ve upgraded it and built a ship that can support it. The Heinrich wasn’t designed for that and the Dresden class I’m tinkering with is too compact to support any kind of craft, much less a launch catapult.
Thanks for reading.
Credits and links.
That space station:
LMC Shipbuilding Co. HQ [Modular Design]
Mods Used:
- Dynamic Laser Compression Modular Thrusters
- Plane Parts (The wheels and landing gear panels)
- DHI Technologies Version 2.0 (DHI Small invisible thruster)
- AWG’s Convenient Weapon Pack [CWP] (Update 356)
Scripts Used:
- SIMPL | Ship Integrity Monitoring Program Lite
- Whip’s Turret Based Radar
- Whip’s Artificial Horizon Redux
- Easy Throttle Control & Max speed Script
- Delta Steering
Recent Pinned Posts
Begin (2024)
2023 ended weirdly abruptly for me, but I got the shot in the arm I needed in order to hit the ground running in 2024. This year's going to be absolutely crazy, but for me personally, I feel my worst years are finally behind me. I'm ready to stop drowning in a sea of...
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This is a general update and not project specific. To start, I've been pretty sick the last couple of weeks. That nuked almost every end-of-the-year plan and goal I had for 2023, including the Yamato project. Even as I write this, I'm only just 'recovering.' There's...
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