Space Engineers

Space Engineers

259 értékelés
Titan Mk 1 - Heavy Assault Command Tank
   
Díjazás
Kedvenc
Kedvenc
Törlés
Type: Blueprint
Címkék: ship, safe, small_grid
Fájlméret:
Közzétéve:
Frissítve:
133.127 MB
2017. máj. 21., 15:22
febr. 9., 10:42
27 változásjegyzék ( megnézés )

Feliratkozás a letöltéshez
Titan Mk 1 - Heavy Assault Command Tank

1 Rodrigo készítette gyűjteményben
Advanced Aerospace Systems
28 elem
Leírás
2025 Update - Please Read
Due to engine limitations, some issues while pasting the vehicle may occur (cannon not firing or moving)

To fix this as driver:
Go to quickbar 2(CTRL + 2) and press 2, then 3. This will fix any anomalies with the scripts and it should work nicely for the rest of the gameplay!

As a gunner:
The same timer block is present in the slot 2 of the quickbar, so just press 2 and it will auto-resolve.

Both driver and gunner cannot control the cannon at the same time. Whichever run the timer block on slot 2 will take control of things. It's easily interchangeable

I'll attempt to find a workaround when possible.


The Titan Mark 1 Heavy Assault Command Tank is a ground superiority vehicle that can be controlled by 3 operators simultaneously: Driver, Commander and Gunner, along with 2 seats for passengers in a fully equipped Mobile Command Center, however, can be fully controlled by just 1 man as well whenever necessary.

Equipped with a main 200mm cannon, a twin AA/AG dual gatling turrets mounted on each side, along with a front mounted quadra-gatling guns and volley rocket launcher system.

The armor is mainly composed of heavy armor blocks, the front 'rampart' is the thickest section and will draw the fire using decoys buried within. It can also launch armored decoys to divert fire and is equipped with a Multi-Directional Proximity Radar to find hostiles within range.

For added mobility its equipped with 6 turbos and a jump module that can actually achieve flight for a brief period of time, to power all the systems, a massive amount of energy is required, and thus the Titan is equipped with a large bank of batteries, as well as hydrogen and nuclear powerplants to recharge those for the long run.




None


Uses mods: No
Survival ready: Yes
Projectable: Partially


- There are instructions inside the vehicle and to the right and left side of the Cockpit for all the action bars and how to use every feature, they are intuitive to each role and readily available whenever needed.


- The Driver and the Gunner cannot control the cannon at the same time (Default: Driver), but the control can be revoked by either using the timer block tied to the '2' hotkey of any action bar that controls it.
- Spamming the jump module can actually achieve flight, but extreme caution is advised as the airbourne control is limited and the massive weight will ensure a quick fall if control is lost.
- Careful when aiming the gatling turrets as they can hit the armor at some angles.
- Load the main cannon tubes with the same amount of ammo on survival mode or it could jam, to fix just reload it following this instruction.
- Lock the cannon using (9) when not using it, as it could wobble around while moving rapidly.
- New decoys can be replaced by simply adding the rotor head and a new decoy block, the same release button should work again.
- The terminal ('K') is categorized and configuration options for lights, suspension, sensors & etc are easy to locate, customize as you want!

Cap'n, I still have a question.
Ask in the comments, I'll answer whenever I can.


4x Conveyor fed front mounted Gatling Guns
6x 24 Rounds front mounted volley Rocket Launchers
2x 1020 Rounds Dual-Gatling AA/AG Turrets
1x 24 Rounds 200m Cannon with 'Overdrive' fire mode
3x Deployable Decoys


Power: Main Battery Bank / Dual Hydrogen Engines / Quad Small Nuclear Reactors
Comms/Sensors: Main Antenna / Backup Antenna / S. O. S. Beacon / Multi-Directional Proximity Sensor / Omni-Directional Cameras & Spotlights
Life support: O2/H2 Generator / Pressurized Driver Cabin / Oxygen Tank / Dual Hydrogen Tanks
Control: Remote Control / Gunner Control / Commander Control
Storage: Main Storage Unit / Equipment Lockers
Mobility: Turbo / Jump Module
Defense: Decoy Launchers / ECM Armor Section / Self Repair Projector
Utility: Operations Planner / Maintenance Lift / 2 Troop Transport Seat


Frame/Chassis
PCU: 21099
Block count: 3270
Curb weight: 290,475.00 Kg (Approx.)
Storage:
Primary (linked) 4,375.00 L
Other (manual) 4,500.00 L
Power output (Max): 30.4 Mw
Length: 22.5 Meters
Width: 12.5 Meters
Height: 6.5 Meters

Performance
Main propulsion: Electric Motors
Rating: 2,335.00 Mw
0 - 100 Km/h: 8.0 s
Acceleration rate: 12.5 Km/s

Secondary propulsion: Turbo
Rating: 573.00 Kn
0 - 100 Km/h: 5.15s
Acceleration rate: 19.40 Km/s


Whip's Weapon Salvo Script: https://sp.zhabite.com/sharedfiles/filedetails/?id=1221921128
Automatic LCDs 2 by MMaster: http://sp.zhabite.com/sharedfiles/filedetails/?id=822950976
Floor Plan Script Mk 1: https://sp.zhabite.com/sharedfiles/filedetails/?id=716048498
MArmOS (Mechanical Arm Operating System) v3.0: https://sp.zhabite.com/sharedfiles/filedetails/?id=767595187
Inventory Viewer: https://sp.zhabite.com/sharedfiles/filedetails/?id=830161780


Minor
-Updated to work normally in 2025
v2.0
- Many improvements to scripts
- Improved armor, wheels, speed
- Improved power and added different power sources
- Added jump module
- Improved descriptions
- Several other improvements and fixes
v1.5
- Fixed turrets and cannon not working due to the new scripting API, things should run smoother as well.
- Added a turn on/off shortcut '4' on turrets action bar--groups aren't working properly due to game bugs, so turn the turret on with the hotkey '4', and use shoot on/off with hotkey '2' to unjam/fire the turrets whenever needed.
- Increased top speed to 80Kph since it's more stable now
- Some minor tweaks and LCD texts change.
v1.4
- Suspension height is working again and was fixed, default top speed increased to 65Kph and stability improved
- Planner and interior lights were improved to be in conformity with KSH changes
- 2 LCDS added and planner Tips LCD swapped to a strategic map
- Fixed main cannon launching 2 rounds at once and fixed overdrive mode firing short bursts
instead of a continous volley sometimes
- Reinforced some wheels attachment points
- Added missing main storage LCD
- The tail lights now obey the main color scheme to change, go to terminal > (Configure Tail Lights)

Enjoy!
91 megjegyzés
Rodrigo  [készítő] febr. 9., 10:44 
@craftymindboy2010 Give it a go. updating the scripts was a bit harder than I anticipated but it should be working perfectly now. Let me know of anymore issues.
Rodrigo  [készítő] febr. 8., 13:17 
craftymindboy2010 -> the script that controls the cannon movement is not working due to game's updates. I'll fix it within 24 hours. along anything else i may find malfunctioning. This is a quite old vehicle, but it should be working normally soon enough. Give it another go after this timeframe. :steamthumbsup:
craftymindboy2010 febr. 8., 12:40 
i can get the main cannon to move at all...
SirKiefy 2023. máj. 11., 5:53 
This tank is the best fucking tank i've ever seen, looks cool as shit, is tanky has hell, has lots of info, drives well and is fast, decoys, you did a fucking amazing job, well done
Rodrigo  [készítő] 2021. máj. 9., 5:44 
@Begrom23

yups, unfortunately I didnt find any way to allow for an auto reload, so i tried to add as many rockets for the cannon as possible with 24 rounds...
Begrom23 2021. máj. 9., 4:53 
Er nvm, I forgot that small scale rockets can't be conveyor reloaded
Begrom23 2021. máj. 9., 4:42 
I'm not sure what's going on but everything seems to work except reloading. After firing off the rocket launcher turrets on the top of the Rover, there's no reloading and I can't find any instructions on how to reload them. When I manually go into the rover's inventory none of the weapons are allowing a manual reload due to the connection between main storage and weapons not being connected; it simply 'grays' out so to speak.
Five. 2021. márc. 17., 15:45 
I noticed that, I will use the repair projector to solve what happened though, annoying but SE has issues. Thank you for the quick response
Rodrigo  [készítő] 2021. márc. 17., 14:26 
wheels have always been a problematic thing with SE, their clearance once built is quite large, but the scafolding conflicts with quite a lot of things.

The reality is that the wheels, when trying to add a new one, conflicts quite badly with the whole armor surrounding them, and most notably with the top portion of the armor, when you click add wheel, you'd notice the wheel is placed quite high on the suspension and then drop, this requires a lot of clearance updates that unfortunately KSH isn't willing to do much about, most unfortunately i don't have a visually good looking way to add clearance to wheels without making the vehicle look ridiculous.

i understand the frustation but the wheels would add if you clear a lot of blocks around the suspension location, and then use the repair projector to quickly rebuilt the blocks back, or, sadly, spawn a new vehicle altogether.
Five. 2021. márc. 17., 14:03 
Wheels arent adding to it at all, tried deleting stuff close by and tried deleting wheel suspension and putting it back, nothing.. Wheels wont add..