TerraTech

TerraTech

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MD 972 "Maverich" A.A.C.
   
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28 Jun, 2018 @ 11:02am
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MD 972 "Maverich" A.A.C.

In 2 collections by Mindlessmrawesome
Mindless Dominion arsenal
61 items
The MD Airforce
36 items
Description
*Important*: In order for techs to be able to move inside the hangar, it must have a hover facing downwards. An example of this is the ACI2 D, link here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1425502279



Many of you have seen my airforce video.

In it, I briefly go over a tech that has not yet reached the workshop... the Racionne, a large quad-copter transport aircraft capable of moving a tank.

However, due to some design flaws, I decided to move away from the expensive beast and try something new...

This is the outcome.

A massive heavily-armed and heavily shielded airship, capable of mass destruction even while carrying it's cargo. The Maverich A.A.C. (Armored Assault Carrier) performs a wide variety of roles. It can transport resources, techs, and power, or it can just be used as a battleship. Land in the middle of combat and deploy reinforcements, or maybe carry around a scout aircraft and search for undiscovered biomes. Maybe you can even take a rover to space and try to land on the TerraTech moon...

The Maverich's main feature is of course, the hangar. It is currently set up to carry one of my ACI2s ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1425502279 ), but if you take out the rails on the floor you can put anything in there that will fit. You will find that many techs will be able to fit in the hangar, becuase the hangar is absolutely MASSIVE. It is 11 blocks wide, 10 blocks deep, and 5 blocks tall! It can even charge up anything in the Hangar with a battery.

The hangar door is also an impressive feature on the Maverich. Not many creators dare to use multi-techs, but I have ventured this road before (with the Testoil) and it worked better than I had ever imagined. I believe I have achieved the same results with the Maverich. The hangar door can be propped open or locked shut by placing the two venture brackets on the rear of the craft on the red blocks (for propping open) or placing one on the orange block (for locking shut). Here's a tip: if you have any Rudolph red-nose decoration blocks laying about, replace the Venture fuel pods used in the hinges with them. They make a surprisingly stable and easy-to-open door!

The craft's hangar and door are impressive, but what I find even more impressive is this thing's ability to move. I managed to make this tech completely movable using only internal rotors and steering hovers, then added the external propulsion for extra effect. Even if you lose all of your wings and nacelles, you will still be able to move. The Maverich is only helped by the exterior propulsion, which gives the Maverich it's top speed of 78 Mph. It can turn extremely quickly given it's size, making a full 360 turn within approximately 5 seconds.

The weaponry of the craft is primary composed of heavy weapons such as cruise missiles and large cannons, but there are also Venture Avalanche missiles and a few HawkEye seekers splashed around as well. There is also a lot of Venture hailfire rifles and other long-ranged attire, along with two downwards-facing Hawkeye monster mortars. This thing can take down most anything that you'd encounter in the campaign.

But if you thought it stopped at the weapons, noooo... this thing has some sick shielding as well. Using around 7 Hex shields and around 20 other various shielding and healing components, this thing can heal every part of the craft. The shields extend a good 3 blocks outwards in most places (preventing explosions from leeching through), and are very hard to get through. The central battery storage is just in front of the hangar, so if you're ever feeling like Anakin Skywalker from episode I...

I hope you enjoy my Maverich as much as I do, and I wish you good luck!
11 Comments
Mindlessmrawesome  [author] 24 Jul, 2018 @ 7:09am 
The hangar occasionally gliches out due to terratech physics. There is a way to fix this, but you need the R&D DLC or two Rudolph noses. Read the description for how to use them
QuackDuck 21 Jul, 2018 @ 10:26am 
In what way is there something wrong with the hangar?
A mistake 18 Jul, 2018 @ 8:18am 
hangar
Mindlessmrawesome  [author] 18 Jul, 2018 @ 7:51am 
@voltarox6

in what way is it broken?
A mistake 7 Jul, 2018 @ 8:10am 
its broken
King_Arthur_VII 7 Jul, 2018 @ 1:13am 
im not sure anyone without absolute dedication would ever be able to make this in campain mode
Mindlessmrawesome  [author] 5 Jul, 2018 @ 11:40am 
When I was designing this, I thought to myself "There's no way solar panels would ever be able to make a dent in this thing's power supply." Of course now it requires an external charger in order to charge, which isn't ideal. However I don't feel this is too bad of a problem... maybe one day I'll make another airship with solar panels.

And yes, it does have internal chargers to charge the aircraft in the bay, as mentioned in the description (although it's so big that I can't blame you for not reading it all XD)
QuackDuck 5 Jul, 2018 @ 7:41am 
I'm quite sure it already has remote chargers, but solar panels would be good to have, yes.
Marsh Man 5 Jul, 2018 @ 7:37am 
It would be really cool if you added some solar panels to the carrier (Since the Anchoring works) and then have a remote charger make it charge aircraft stationed in the hangar
Marsh Man 5 Jul, 2018 @ 7:35am 
I was worried this used the Developement dlc to make the door hinge work. It doesn't though. Awesome work and Idea!:2018salienbeast1:

Vehicle doesn't look like it would fly but it hovers p smoothly.