Empyrion - Galactic Survival

Empyrion - Galactic Survival

264 ratings
Centurion-MCU
2
   
Award
Favorite
Favorited
Unfavorite
Blueprint: Hover Vessel
Tags: Blueprint
File Size
Posted
527.569 KB
11 Feb, 2019 @ 1:30pm
1 Change Note ( view )

Subscribe to download
Centurion-MCU

Description
Centurion - Mobile Command Unit [HV]

*** DESCRIPTION / DISCLAIMERS ***

The Centurion MCU is a heavy assault craft with some secondary utility features. It operates as a mobile command point and ground-based planetary attack spearhead.

DISCLAIMER: This is a roleplaying co-op scenario-based craft that is featured in a campaign I've been building. As such, this vehicle may not be suitable for all games / playfields / environments. It is VERY expensive and NOT new-player friendly.

For now this is a teaser for the scenario and some of the ships / vehicles / planets associated with it, with bits of story scattered throughout the craft that reveal several characters and elements of the starter missions.

=== FEATURES /INFO ===

* COMBAT *
Full compliment of allowable weapon platforms, combat steel exterior with reinforced hard points.
Ammo storage (modular): 4250

*MINING *
3x laser modules, 2x vertical mount drill turrets positioned on undercarriage (for deposit mining)

*REPAIR*
2x multi-turrets

*STORAGE/MANUFACTURING*:
Mass/volume enabled w/ connected logistics cargo bays (8750, 10375) linked to 4 constuctors. Please note - I wouldn't classify this as a cargo hauler. However, it can haul in excess of 2kt+ on planets that have higher than average gravity (2g+). Just don't expect it to be fast / responsive when overloaded, and watch very jagged/steep terrain!

*CPU*
Ignored (for now).

*MISC*

Additional modes can be activated in the auxiliary cabin.

1) Basecamp mode - deactivates all thrusters / RCS. This mode is for conserving fuel and for establishing a command point.

2) Drill mode - activates drill grid

3) Utility mode - activates mult-turrets + constructors

*In order to conserve additional fuel, some thrusters are in their own auxiliary group. On planets with very high gravity or when in combat / climbing steep terrain, it is recommended to leave the AUX group ON.


FINAL NOTE - HANDLING (still fiddling with the new thrusters - will probably make revisions).

Coming in at almost 600 tons, this is a very HEAVY craft. Do not expect it to handle like any of the starter HVs. Keep the nose up (down arrow key is best). Climbing extremely steep mountains in high gravity can be challenging and takes some getting used to. While the craft is very stable, it does have a tendency to get stuck on certain evil terrain decorations. Be mindful of the terrain - hopefully Eleon will figure out a system where a 600 ton beast can win vs a unruly twig/rock.

Also, no wood harvesting included, although there is some additional room for creative placement. When going through forrests, best to just mow down the local fauna with the gatlings.

Link to CV with hangar this was placed in: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1676978364


~Enjoy
71 Comments
Calagan 14 Sep, 2023 @ 9:31am 
Hello, currently updating it to 1.10, let me know if ok.
At first glance, maintaining the combat steel armor seemsvery dificult to remain within CPU limits. Thank you
victusfate 23 Mar, 2023 @ 1:06pm 
Tried tweaking this design into an RE Core 9 compatible SV here. I rarely pull out HVs these days but really enjoyed the build.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2951187900

Had some success but it's so darn heavy I consumed all Core 9 cpu with basic thrust.
J'ee 24 Sep, 2021 @ 6:26pm 
I think it can be Reforged ...
ZettDeEff 12 Jun, 2021 @ 12:27pm 
The love of detail you put into your designs is really impressive. I love it. The Starwarden is also unprecedented for me, so when I discovered the tank to go with it, the day was saved. :steamthumbsup:
siwy1212 19 Oct, 2020 @ 9:36am 
does anyone have this project adapted to version 12?
H.P. Strangelove  [author] 7 Apr, 2020 @ 11:32am 
@Cymopoleia

It's the CPU "feature" that was introduced awhile ago. This vessel along with many others won't operate properly if CPU is enabled in options. Disabling it should make it functional again.
Cymopoleia 29 Mar, 2020 @ 4:36pm 
I love the design and abilities of this monster tank. You did an amazing job! ^.^

But whenever I spawn it in I can't get any engines to work. She'll move up and down, but can't jump or move in any direction but the terrains inclination. Full fuel, I've not yet altered anything for personal customization, I've checked each switch and main system setting. There's no warnings when I spawn it, nor any in the blueprint menu.

I really want to get this tank working as it's a beautiful creation, and is perfect for my POI busting tank, especially POI's with heavy shields and planets with lots of creepy shit roaming about. Without it moving I can't use it, nor can I check to see if it will even fit in my hanger on my ship.

I've tested this with several other blueprints and had the same effect. Is this a known bug or some issue with spawning?
NautTdog 27 Feb, 2020 @ 4:11pm 
A H.P. Sragerlove, not all is lost since most people play with CPU limits turned off anyway.
Duster71 25 Feb, 2020 @ 7:50am 
Its sad to see the limits kill such beautiful creations...
Zandy man 24 Feb, 2020 @ 4:05pm 
Its fine I understand both side, and ya it does make things harder on the creators to have to make small more crapped builds which I hate as well.