Empyrion - Galactic Survival

Empyrion - Galactic Survival

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AFHV12 Cerberus MammothTank
   
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Blueprint: Hover Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
602.553 KB
2 Aug, 2017 @ 11:30am
2 Jun, 2024 @ 6:17pm
7 Change Notes ( view )

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AFHV12 Cerberus MammothTank

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


The twelfth in my series of Armoured Fighting Hover Vehicles is the Cerberus MammothTank - a "super heavy" with two main guns as opposed to the normal one.
The Cerberus is a ground combat vehicle intended for use as frontline armour against bases and other armour.





Construction
Body = Combat Steel, Hardened Steel & Steel.
Deck Plating = Hardened Steel
Windows = Armoured glass (Armored Windows S).
Armour = Hardened Steel & Steel.
Core Placement = 1 block in front of driver's seat, centreline of the tank.
Resource Costs = 2,308 Iron; 1,803 Copper; 1,784 Carbon; 1,393 Silicon; 1,360 Sathium; 1,081 Titanium; 1,002 Cobalt; 752 Erestrum; 752 Zascosium; 615 Neodymium; 4 Small Optronic Bridges; 4 Small Optronic Matrixes.

Equipment
Life Support:
Pressurisation = 8 O² Tanks; 6 Ventilators; 3 Pressurised Compartments - Cockpit, Middle Compartment, Rear Compartment.
Personal Facilities = 1 O² Station.
Medical Devices = Clone Chamber & Healing (Medic) Station.
Seats = 1 Driver's (Cockpit) Seat; 4 Passenger Seats (3 gunners & 1 vehicle commander).
Power Grid:
Primary Power Plant = 6 large Generators.
Secondary/Emergency Power = No redundancy.
Fuel Stores = 12 large Fuel Tanks; Pentaxid Tank.
Mobility:
Handling Profile = Balanced, with a slight focus on forward thrust.
Manoeuvrability = 24m/s² Forward; 20m/s² Reverse; 18m/s² Lateral.
Agility = 20deg/s Yaw; 9deg/s Pitch; 15deg/s Roll.
RCS Gyros = 16.
Main Propulsion = 13 large T2 Forward Thrusters; 11 large T2 Braking/Reverse Thrusters; 10 large T2 Lateral Thrusters (on each side); 8 large Hover Engines.
Max Forward Acceleration = None
Max Lift = 8 large Hover Engines.
High G Functionality = Can operate in 4G (can lift 362.3t in 4G, vehicle mass = 187t)
Weapons & Defences:
Shields = Yes.
Fixed Weapons = 2 Rail Guns; 4 Pulse Lasers; 5 Gatling Guns.
Anti-Personnel Turrets = 6 Gatling Turrets, targeting: Ground Troops inc. Predators; Drones.
Tank Turrets = 1 Artillery Turret, targeting: Weapons & Turrets of HVs and Bases.
Heavy Turrets = 4 Plasma Turrets, targeting: Weapons & Turrets of HVs and Bases.
Anti-Air Turrets = 4 Rocket Turrets, targeting: Weapons & Turrets of SVs; Drones (and therefore also ground troops).
Resource Gathering:
None.
Storage:
Ammunition = 1x 8k SU Ammo Container; 2x 3k SU Ammo Containers.
Cargo = 1x 2k SU Cargo Container; 1x 1,844 SU Cargo Container; 7 large & 8 small Cargo Boxes.
Other Storage = 2 mini Fridges; 2 Armour Lockers.
Production:
Constructors = 1
Other Devices:
Detector; Wireless Connection; Interior Lights & Doors controlled by Motion Sensors; Exterior Lights & Ramps controlled by Motion Sensor.
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. Headlights - Turns on & off both "Spotlight Mode" Lights.
4. Taillights - Turns on & off ALL red flares on rear.
5. Ventilators - Turns on & off ALL Ventilator blocks (so you can save power in a breathable environment).
6. Production - Turns on & off the Constructor.
Signals Shortcuts:
1. PowerSave - Turning the 'Power Save' custom signal on turns the following devices off:
WiFi; Holo (LCD) Projectors; Light/Ramp Control Levers & Motion Sensors; Passenger Seats.
2. TankTurret - Turns on & off the Artillery Turret.
3. HeavyTurrets - Turns on & off the Plasma Turrets.
4. Anti-AirTurrets - Turns on & off the Rocket Turrets
5. Anti-PersonnelTurrets - Turns on & off the Gatling Turrets.
6. FixedHeavyWeapons - Turns on & off the fixed Railguns and the fixed Pulse Lasers.
7. FixedGatlingGuns - Turns on & off the fixed Gatling Guns.
8. CloseDoors - Closes the outer door if open - so you can close it from in the seat if left open.

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:
AFHV11 Goliath Mobile Post
AFHV13 Fenrir BehemothTank
Other Tanks by Wimpomanufacturing:
AFHV05 Fox Light HoverTank
AFHV07 Jackal MBHT
AFHV08 Coyote Tank Destroyer
AFHV10 Barghest HeavyTank
AFHV14 Wolf Stand Off Tank
Wimpomanufacturing Info:
Wimpomanufacturing 'Terms, Definitions and Conventions' Guide.
4 Comments
Darkayen 4 Aug, 2017 @ 12:14am 
Thanks I managed to see your projects... they are definitely PVE projects so it doesnt matter if it has a blind spot or not. Generally if you will leave this HV in one place then SV can fly from above and destroy it completely without getting any damage. Yes you are right... that "lame" trick should be efficient.
Wimpoman  [author] 3 Aug, 2017 @ 2:50pm 
I would say that this is a PvE vehicle - it is large enough to have a max armament by removing unnecessary details and replacing them with turrets, which I didn't do for the sake of looks and fitting it into a series of vehicles where this isn't supposed to be the most well armed. Plus I read on other people's creations that a (lame :p) PvP trick is to use alternating layers of cube and pyramid shaped blocks in the body/hull (that somehow negates some of the incoming damage) which this tank doesn't employ.

You should be able to click on the "22SAS-Wimp's Workshop" link at the top of the page. Alternatively, searching the Empyrion Workshop for the "Wi_" prefix that I put in all my creations should yield results too. Failing those two methods, I'll look into creating Collections of my vehicles, or as a last resort, just including links to others in the description. ;)
Wimpoman  [author] 3 Aug, 2017 @ 2:50pm 
Hi there, thanks for the comment. ;)

I'm not too worried about blind spots on my vehicles, because as a vehicle it is mobile, ergo any blind spot can be moved by the user simply by moving the vehicle. If, for example, you're raiding a Fortress and you leave the tank to enter the base but leave it running to defend itself against spawning Troop Transports, positioning the tank tactically (at a distance sufficient to shoot down any air threats before they reach the blind spot) is adequate (I know this first hand). ;)
Darkayen 3 Aug, 2017 @ 1:24am 
Looks very nice. I will check this one. Anyway I see on screenshots that it has a blind spot above the tank. Placing turrets on sides could fix this. Is it PVE tank or PVP? Where can I see other projects of yours? It says that your profile is private. Can I search your projects by some name/prefix?