Empyrion - Galactic Survival

Empyrion - Galactic Survival

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AFHV11 Goliath Mobile Post
   
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Blueprint: Hover Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
561.176 KB
28 Jul, 2017 @ 4:43pm
27 May, 2024 @ 1:14pm
10 Change Notes ( view )

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AFHV11 Goliath Mobile Post

In 1 collection by Wimpoman
Armoured Fighting Hover Vehicles Series by Wimpomanufacturing
19 items
Description
Mod/Scenario - None (Vanilla)


The eleventh in my series of Armoured Fighting Hover Vehicles is the Goliath Mobile Post.
The Goliath is a ground "mobile temporary static post" that has plenty of turrets as well as plenty of firing positions, including an in-built Lookout Tower, for assigned troops to stand watch and engage any attacking enemies from.





Construction
Body = Combat Steel & Hardened Steel
Deck Plating = Hardened Steel
Windows = Armoured glass (Armored Windows S).
Armour = Combat Steel, Hardened Steel & Steel
Core Placement = In the ceiling, centreline, forward of the rear door, along with the power generators.
Resource Costs = 1,728 Iron; 1,364 Copper; 1,190 Titanium; 1,186 Carbon; 1,180 Silicon; 685 Sathium; 670 Cobalt; 325 Neodymium; 171 Erestrum; 171 Zascosium; 4 Small Optronic Bridges; 4 Small Optronic Matrixes.

Equipment
Life Support:
Pressurisation = 12 O² Tanks; 8 Ventilators; 3 Pressurised Compartments - Cab, Main Compartment, Rear Passage.
Personal Facilities = 6 O² Stations.
Medical Devices = Clone Chamber & Healing (Medic) Station.
Seats = 1 Driver's (Cockpit) Seat; 3 Passenger Seats (1 vehicle commander & 2 troops).
Power Grid:
Primary Power Plant = 5 large Generators.
Secondary/Emergency Power = No redundancy.
Fuel Stores = 18 large Fuel Tanks.
Mobility:
Handling Profile = Generic.
Manoeuvrability = 28m/s² Forward; 22m/s² Reverse; 16m/s² Lateral.
Agility = 22deg/s Yaw; 8deg/s Pitch; 15deg/s Roll.
RCS Gyros = None.
Main Propulsion = 8 large T2 & 4 medium T2 Forward Thrusters; 6 large T2 & 4 medium T2 Braking/Reverse Thrusters; 6 large T2 Lateral Thrusters (on each side); 4 large Hover Engines.
Max Forward Acceleration = None
Max Lift = 4 large Hover Engines.
High G Functionality = Can operate in 4G (can lift ~163t in 4G, vehicle mass = 127t)
Weapons & Defences:
Shields = Yes.
Fixed Weapons = None.
Anti-Personnel Turrets = 6 Gatling Turrets, targeting: Ground Troops inc. Predators; Drones.
Anti-Air Turrets = 4 Rocket Turrets, targeting: Weapons & Turrets of SVs; Drone (and, as a result, also ground forces).
Heavy Turrets = 3 Plasma Turrets, targeting: Weapons & Turrets of HVs.
Resource Gathering:
None.
Storage:
Ammunition = 2x 3k SU Ammo Containers; 4x 1,125 SU Ammo Containers.
Cargo = 2,109 SU Cargo Container; 1,094 SU Cargo Container; 3 large & 13 small Cargo Boxes.
Other Storage = 3 mini Fridges; 3 Armour Lockers.
Production:
Constructors = 3
Other Devices:
Detector; Wireless Connection; Interior Lights controlled by Motion Sensors; Exterior Lights & Ramps controlled by Motion Sensors; Glass Doors controlled by Motions Sensors; "Firing Hole" shutter doors controlled by Levers.
Door Operation:
Outer Doors - Manual.
Inner Doors - Automatic (motion sensor controlled).

Shortcuts
- NOTE - the devices have been sorted into custom device groups, upon which some of the custom Device Group Shortcuts depend, so it is strongly recommended to not use the "Auto Group" feature.
Device Group Shortcuts:
1. PropulsionEtc - Turns on & off ALL Thrusters and the "main" Hover Engines.
NB - using the Thrusters "General" shortcut will leave the hover engines off.
2. MaxLift - Turns on & off additional Hover Engines for high-G environments.
3. Floodlights - Turns on & off "area illumination" spotlight blocks.
4. Headlights - Turns on & off the 4 forward spotlight blocks.
5. Taillights - Turns on & off ALL red flares on rear.
6. Ventilators - Turns on & off ALL Ventilator blocks (so you can save power in a breathable environment).
Signals Shortcuts:
1. PowerSave - Turning the 'Power Save' custom signal on turns the following devices off:
WiFi; Holo (LCD) Projectors & Screens; Light/Ramp Control Levers & Motion Sensors; Passenger Seats.
2. AntiPersonnelTurrets - Turns on & off the Gatling Turrets.
3. AntiAirTurrets - Turns on & off the Rocket Turrets.
4. AntiVehicleTurrets - Turns on & off the Plasma Turrets.
5. Production - Turns on & off ALL Constructors.
6. CloseDoors - Closes the outer (non-glass) doors - so you can close any left open from in the seats.

Upgrade/Adaptability Space
None - there is no in-built upgrade path.

Alternate Paints
As shown in the above screenshots, the colour palette includes 4 primary colours to choose from: Desert Sand (vehicle comes in this colour); Military Green; Arctic White; Dark Grey. To swap the colour, simply click on the "Replace Mode" check box on the Colour And Texture Tool's UI, then (ensuring that no texture is selected) click on the coloured square that you want to change to, then "fire" the Colour & Texture Tool at any part of the vehicle that is painted the colour you want to replace.


- NOTE - any Mini Fridges on board come turned off by default to save power until food is inside needing to be kept cold, and can only be turned off manually (or by turning off all power to the vehicle) from the fridge's own UI to limit instances of food being accidentally spoiled.

(Clicky linkies)
Other related Wimpomanufacturing workshop entries
Builds adjacent in the line/series:
AFHV10 Barghest Heavy Tank
AFHV12 Cerberus MammothTank
Wimpomanufacturing Info:
Wimpomanufacturing 'Terms, Definitions and Conventions' Guide.
9 Comments
Wimpoman  [author] 26 Feb, 2018 @ 7:08pm 
Reverted back to the windowed door for the cockpit... and added the new Forcefield Emitters behind it to protect the cockpit. :D
Wimpoman  [author] 11 Aug, 2017 @ 10:53am 
Thanks for the feedback. ;) I'll definitely look into solving 2 and 3, but I won't be resolving the first issue you mentioned because, in my opinion, a mobile fortress shouldn't be "all terrain". ;)
Myrte 11 Aug, 2017 @ 12:51am 
First, thank you for sharing your work. It's great.
I tried this in SP on Aitis.
This vehicle did a good work, though some tweaks are needed to work properly.
1)Acceleration isn't high enough to go up mountains. I changed all of S thrusters to M, and added 10 M thrusters on the rear to solve this.
2)Each room has its own ventilators, but the partitions are not airtight. If one of the exterior doors gets broken, the entire vehicle will lose pressure. It is fatal on a lava planet. To avoid this the cockpit door should be a non-transparent one, and some of O2 tanks near the toilet/shower should be replaced to steel blocks. But it's cool with the current cockpit door, so I might keep it and just run to the W.C. in an emergency;)
3)No hover boosters. I don't really think a mobile fortress should be able to jump, but hover boosters are needed to get out of water anyway. Just one hover booster is enough for the purpose.
Wimpoman  [author] 7 Aug, 2017 @ 10:54pm 
So how's this working out for you subscribers? Is it practical? Does it need anything changed? How are you using it: solo or with other players?

Because I'm essentially the CV ship building on the SMP server I play on, and I have yet to even start one yet, I haven't had the chance to use the Goliath in survival yet (I've been too busy getting other building projects out of the way so my fucked-up brain will let me move on to other vehicle types... stupid brain), and so I haven't learnt for myself what it's flaws and limitations are.
Wimpoman  [author] 6 Aug, 2017 @ 11:17am 
;)
Makoeyes 6 Aug, 2017 @ 11:08am 
when it comes to combat looks are secondary, personally, i think it looks pretty good for a floating fortress
Wimpoman  [author] 6 Aug, 2017 @ 10:11am 
Hi there. ;) Thanks for the supporting comments. I'm glad you like it and that you can look past its looks. :)
Makoeyes 6 Aug, 2017 @ 5:37am 
what a seriously unique concept! well done.
Beatstik 4 Aug, 2017 @ 9:25pm 
Okay, this right here? This is what I've been looking for in an HV. Nice work!