Difference between revisions of "LSF Ray MkIII"

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[[Image:LSF Ray MkIII.jpg|thumb|right|650px|{{PAGENAME}}]]
 
[[Image:LSF Ray MkIII.jpg|thumb|right|650px|{{PAGENAME}}]]
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[[Image:SF Ray MkIIIE.jpg|thumb|right|650px|SF Ray MkIIIE]]
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[[Image:DD Ray MkIIIW.jpg|thumb|right|650px|DD Kaze-H]]
  
 
==Description:==
 
==Description:==
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The resulting surplus power from not having subspace weapon storage is used to provide juice to the HEX-87 shield generator, which is roughly 10% more durable and has an improved recharge rate over the standard SPELL-86a shield generator that is fitted in the SF Ray Mk III.  
 
The resulting surplus power from not having subspace weapon storage is used to provide juice to the HEX-87 shield generator, which is roughly 10% more durable and has an improved recharge rate over the standard SPELL-86a shield generator that is fitted in the SF Ray Mk III.  
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===SF Ray MkIII Tech Room Description===
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This is the original Sol Force Mk III.
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-Tempest
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===SF Ray MkIIIE Tech Room Description===
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The E variant fits the Sol Force profile, its faster and more maneuverable. But trades a bit of hull armor strength in exchange.
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-Tempest
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===Ray MkIII Mercenary Tech Room Description===
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This Mercenary variant has reactive armor plating, which compared to standard armor, provides roughly 15% better protection against kinetic weaponry, but takes around 10% more damage from energy weapons. It also sports a fancy camouflage that is popular with mercs.
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 +
-Tempest
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===UGC Ray MkIII Tech Room Description===
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With the exception of a different coat of paint, the UGC version is the same good old Ray MkIII.
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 +
-Tempest
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===DD Ray MkIIIW Tech Room Description===
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The Delest Dynasty W variant exchanges the Subspace storage and the original weapon configuration for a heavier weapon loadout. Though it suffers a bit in maneuverability as a trade off.
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-Tempest.
  
  
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:$POF File: LSF_RaymkIII.pof
 
:$POF File: LSF_RaymkIII.pof
 
:Texture list: LSF_RayMkIII;damage
 
:Texture list: LSF_RayMkIII;damage
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:$POF File: CRF_RaymkIIIM3v.pof
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:Texture list: CRF_RaymkIIIM3v;damage
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:$POF File: SF_RaymkIIInu.pof
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:Texture list: SF_RayMkIIInu;damage
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:$POF File: SF_RaymkIIIEnu.POF
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:Texture list: SF_RayMkIIInu;damage
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:$POF File: RaymkIIImerc.pof
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:Texture list: RaymkIIImerc;damage
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:$POF File: UGC_RaymkIII.pof
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:Texture list: UGC_RayMkIII;damage
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:$POF File: DD_RaymkIII-W.pof
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:Texture list: DD_RaymkIIIW;damage
  
  
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Image:Raydatasheet.png | The data sheet of the LSF Ray MkIII in the original WoD2
 
Image:Raydatasheet.png | The data sheet of the LSF Ray MkIII in the original WoD2
 
Image:CRF Ray MkIIIM3v.jpg | CRF Ray MkIIIM3v
 
Image:CRF Ray MkIIIM3v.jpg | CRF Ray MkIIIM3v
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Image:SF Ray MkIII.jpg | SF Ray MkIII
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Image:Ray MkIII Mercenary.jpg | Ray MkIII Mercenary
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Image:UGC Ray MkIII.jpg | UGC Ray MkIII
 
</gallery>
 
</gallery>
  

Latest revision as of 11:03, 28 May 2020

Logowod.png


LSF Ray MkIII
SF Ray MkIIIE
DD Kaze-H

Description:

Original WoD Tech Room Description

The third installment of the Ray line began production in NC0118, 34 years after the end of the Terran-Cyrvan war, and has served as the mainstay fighter of the LSF for 27 years. Unlike its predecessors, the Ray III was never intended as a platform for new technologies - its design was intended to be a cheap, multipurpose dogfighter. Its modular design allows maximum compatibility with the most current weapon systems. While versatile due to great weapons compatibility, the Ray III is not the most adaptable fighter once deployed due to only having a single primary and secondary bank. The reflective armor fitted on the Ray III is effective at absorbing hits from energy-based weapons, but is considerably less durable against solid projectiles.

'Manta J1880' Fusion Powerplant, output rated at 8745 kW
Maximum forward velocity: 80
180-degree turn time Yaw: 1.4 seconds
180-degree turn time Pitch: 1.5 seconds
Hull armor strength rated at 500
7th Generation 'Ery-B' fighter shield generator, strength rated at 1600


Original WoD2 Tech Room Description

The third installment of the Ray line began production in NC0118, 34 years after the Terran-Cyrvan war, and has served as the mainstay fighter of the LSF for 28 years. It's designed to be a cost-effective, multipurpose dogfighter.

This craft is slowly being phased out by the LSF but has remained popular with mercenaries because of easy maintenance.


LSF Ray MkIII Tech Room Description

The Ray Mk III is everyone's best friend, mechanics love it because its easy to maintain, pilots love it for its versatility, and mercenaries love it for its low cost.

It's third generation gimmick is it's ability to store weapons in a localized subspace pocket, giving it greater adaptability in the field.

This is the League Star Forces painted Mk III. It's plated with a reflective coating, which gives an approximate 15% reduction in energy damage, on the flipside, this coating is 10% more easily damaged by kinetic damage types.

-Tempest


CRF Ray MkIIIM3v Tech Room Description

The Ray Mk III is everyone's best friend, mechanics love it because its easy to maintain, pilots love it for its versatility, and mercenaries love it for its low cost.

The Commonwealth produced variant has some differences, they removed the hammerspace device and instead split up its primary banks in two banks of three. The CRF always tries to sell it as a preference, but everyone knows its really just a matter of cutting costs on the production progress.

The resulting surplus power from not having subspace weapon storage is used to provide juice to the HEX-87 shield generator, which is roughly 10% more durable and has an improved recharge rate over the standard SPELL-86a shield generator that is fitted in the SF Ray Mk III.


SF Ray MkIII Tech Room Description

This is the original Sol Force Mk III.

-Tempest


SF Ray MkIIIE Tech Room Description

The E variant fits the Sol Force profile, its faster and more maneuverable. But trades a bit of hull armor strength in exchange.

-Tempest


Ray MkIII Mercenary Tech Room Description

This Mercenary variant has reactive armor plating, which compared to standard armor, provides roughly 15% better protection against kinetic weaponry, but takes around 10% more damage from energy weapons. It also sports a fancy camouflage that is popular with mercs.

-Tempest


UGC Ray MkIII Tech Room Description

With the exception of a different coat of paint, the UGC version is the same good old Ray MkIII.

-Tempest


DD Ray MkIIIW Tech Room Description

The Delest Dynasty W variant exchanges the Subspace storage and the original weapon configuration for a heavier weapon loadout. Though it suffers a bit in maneuverability as a trade off.

-Tempest.


Credits List

  • Original model by Spoon


Name Origin

Ray Mk III is one of the robots that the player can control in the game Custom Robo.


Performance:

Statistics

Name LSF Ray MkIII
Type Medium Multi Purpose
Description Third Generation Fighter
Manufacturer Sol Union Io shipyards
Yaw, Pitch, Roll 2.9 - 2.9 - 2.9 s
Max Velocity 90 (110) ms-1
Rear Velocity 30 ms-1
Max Afterburner Velocity 160 ms-1
Max Afterburner Duration 5.88 s
Hitpoints 380 pts
Shields 500 pts
Length 18.57 m
Width 19.56 m
Height 8.39 m
Weaponry
Primary weapons
1st bank 6 guns
2nd bank 6 guns
Secondary weapons
1st bank capacity 40
2nd bank capacity 40
Countermeasures
Countermeasure capacity 25 countermeasures


Armaments

  • LSF Ray MkIII
Default Statistics
Bank Guns Capacity Standard Loadout
1st 6 100 CHI-MPC1v Proton
2nd 6 100 Type-74 Cannon 74mm
Compatible Primaries
1st EML-3 Laser, VX-02A Particle, VX-02X Particle, Type-31 Neutron, VK-01 CIWS 30mm, VK-01EXT CIWS 30mm, CHI-LRG2v Railgun, CHI-LSG7v Shotgun, LSG7v Shotgun Choke, VX-23FL XS Photon, Type-74 Cannon 74mm, Type-74 Energized Cannon 74mm, VK-03N Cannon 55mm, VK-03NE Energized Cannon 55mm, VX-08 Plasma, VX-08S ScatterPlasma, CHI-MPC1v Proton, Type-300 Neutron, Maser Gun Mod IVB, Ezchalon Scattershot
2nd EML-3 Laser, VX-02A Particle, VX-02X Particle, Type-31 Neutron, VK-01 CIWS 30mm, VK-01EXT CIWS 30mm, CHI-LRG2v Railgun, CHI-LSG7v Shotgun, LSG7v Shotgun Choke, VX-23FL XS Photon, Type-74 Cannon 74mm, Type-74 Energized Cannon 74mm, VK-03N Cannon 55mm, VK-03NE Energized Cannon 55mm, VX-08 Plasma, VX-08S ScatterPlasma, CHI-MPC1v Proton, Type-300 Neutron, Maser Gun Mod IVB, Ezchalon Scattershot
Default Statistics
Bank Capacity Standard Loadout
1st 40 DHSM-3c
2nd 40 LDRP-2
Compatible Secondaries
1st DHSM-3c, LDRP-2, LRAS-7, SMHS-15, VFAS-16, ATASM-4, CAS-9, DRG-1LI, HDRP-11, HLP-1
2nd DHSM-3c, LDRP-2, LRAS-7, SMHS-15, VFAS-16, ATASM-4, CAS-9, DRG-1LI, HDRP-11, HLP-1


Modding Resources

$POF File: LSF_RaymkIII.pof
Texture list: LSF_RayMkIII;damage
$POF File: CRF_RaymkIIIM3v.pof
Texture list: CRF_RaymkIIIM3v;damage
$POF File: SF_RaymkIIInu.pof
Texture list: SF_RayMkIIInu;damage
$POF File: SF_RaymkIIIEnu.POF
Texture list: SF_RayMkIIInu;damage
$POF File: RaymkIIImerc.pof
Texture list: RaymkIIImerc;damage
$POF File: UGC_RaymkIII.pof
Texture list: UGC_RayMkIII;damage
$POF File: DD_RaymkIII-W.pof
Texture list: DD_RaymkIIIW;damage


Gallery


Veteran Comments

Please read the Veteran Comments policy before editing this section.


Not too shabby for a starting ship, especially considering the alternative which is the slow and clumsy Caliburn which is far, far worse. However, as soon as you complete Life of a Test Pilot, you'll want to start using the Ray III E or W you got right away and ditch the original, as these two have more emphasized strengths and have weapons compatibilities to the more powerful weapons later on.


External links: