Stormworks: Build and Rescue

Stormworks: Build and Rescue

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MU-05 Talos Heavy Combat Mech
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17 Jun, 2022 @ 9:56am
27 Aug, 2022 @ 2:16pm
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MU-05 Talos Heavy Combat Mech

In 1 collection by _Chris_
MU-05 Talos Heavy Combat Mech And Accessories
7 items
Description






The MU-05 Talos Heavy Combat Mech is a mechanical leg based weapons platform designed for a dynamic range of military operations from anti aircraft/anti ground to infantry support. With multiple interchangeable backpacks, Talos can adapt to any battlefield and even take to the sky. This mech comes packed with a variety of features to not only aid in battlefield applications, but in comfort of use as well. These features include but are not limited to: LIDAR-assisted toggleable terrain adaption, vivid and detailed HUD with multiple information elements, and a cockpit stocked with enough equipment for a pilot to keep his mech (and himself), battle-ready.

Newquay Armed Forces Collection
Newquay Modular Weapon Pack


(Demonstration of Talos' active LIDAR terrain adaption)








  • Modular attachment system allows for multiple different loadouts, ranging from flight based to heavy support designs.
  • Onboard, toggleable LIDAR assisted terrain adaption allows Talos to scale difficult terrain most mechs of its class cannot.
  • Fleshed out interior HUD is thoroughly detailed with multiple features to create a Mechwarrior/Titanfall style first person feel.
  • Even without any modules installed, Talos comes default with a heavy autocannon and 4 unguided, wrist-mounted rockets.
  • Smooth walking animation designed to handle any physics mode (however low physics is not recommended for optimal performance). Talos has no hidden fans or tricks for forward momentum, this mech physically uses its legs in their entirety to move!
  • Looping idle animation that will play when the mech is powered on but detects no input for 5 minutes.
  • Alongside two ranged weapons, Talos also has the ability to kick and jump!
  • Cockpit stocked with equipment to keep the mech repaired and the pilot armed and safe.
  • For the dedicated fan, this mech has a multitude of embedded toggleable options, these include; HUD can change between green and blue style which can be found on a chip in the left hip, idle animation can be enabled/disabled and the amount of time required to trigger can be changed in chip located behind pilot seat, and an experimental two-stage terrain adaption function, which gives the mech the cutting edge advantage in very specific scenarios (however will decrease efficiency of the adaption in most casual scenarios) which can be found in the same chip as idle settings.






Startup
  • Enter the mech by approaching the front of the cockpit, the doors will open on their own.
  • Once seated, turn the "Primary Systems" key, this will stand the mech up and enable the gyro.
  • Finally, flip the "Computer Systems" switch on the left panel to activate the rest of the mech.
Operation
  • Like most mechs, Talos is operated with WASD control, however it is worth noting most of it's functions are wired to the seat hotkeys, this streamlines functionality to make the vehicle seem more like a mech than a car.
  • Most hotkeys have two uses that are listed in the seat controls, for these dual-purpose inputs, operation is as follows; the first listed action can be activated by a quick tap, the second, by holding the key until the action is done.
Accessory Operation
Talos comes with a variety of interchangeable modular pieces. The user can mix and match them to create "builds" much like a modern FPS game!
  • First, to install Talos' attachments, the user will need to load in the mech itself.
  • Select the attachment you wish to install by selecting the "Selection Grid" button in the build menu, next hit the "Load Content" button and pick your attachment from the workshop tab. Finally, move the part to its intended attachment point, these being the backpack slot, leg slot, and lower chassis slot.
  • Any attachments that have an action (such as jetpack and hardpoint pack) can be controlled from the seat by tapping the "5" hotkey. If the attachment has any other function not tied to "5", it will either automatically activate with other actions (such as jump boost) or have an external switch that can be toggled (such as the equipment pack hatch)
  • Most attachments can be removed through the "Release Backpack" button on the leftmost panel. However, some detach differently, items such as the chassis rocket launcher or jump boost will detach themselves after their reserves are expended. It is worth noting that there are a few attachments that are permanent until Talos is respawned, one of such attachments being the folding riot shield.

Simple video to install modules:










  • (Q:) One of Talos' hotkey features isnt working, why?
    (A:) Multiple hotkeys have two uses. make sure the function you are attempting to activate is either a tap, or a hold.

  • (Q:) The cockpit doors are glitching/spazzing out, what happened?
    (A:) This can be caused by two situations; either you no-clipped into the mech which forced the physical sub bodies to clip apart on your spawning in, or you are running low physics and a foreign body has interfered with the cockpit's doors' function.

  • (Q:) Talos' walk cycle is really poor/wobbly/jumpy, whats going on?
    (A:) Errors in the mech's walk cycle can be caused by a few distinct things; the number one cause being low physics. Talos was designed to operate efficiently under high and medium physics settings. If you are sure you are running medium or high physics, the poor walk quality can be caused by overloading the mech with accessories, if the user adds all of the heaviest attachments they can find, this will negatively effect the performance of the mech.

  • (Q:) When are new accessories going to be added?
    (A:) New accessories will be added routinely as they are produced, there is no definite limit of attachments I plan on making for now, but it will depend on demand.

  • (Q:) When walking, Talos seems to be constantly turning left/right, why?
    (A:) Unfortunately, due to the nature of a glitch wheel as a gyro, in very rare occasions this can happen. The main causes are if the mech is spawned alongside a huge multitude of other vehicles, or low physics is enabled (however the issue is rare and benign at worst).
(Other, more attachment related Q&As can be found on each attachment's workshop page, please refer to them if you are having specific issues with an attachment)





Credit

Please do not reupload any part of this creation. If you wish to reupload an edited model or include any component taken from the build in your upload, please let me know and ensure credit is given. Thank you.
Popular Discussions View All (3)
51
27 Sep, 2023 @ 7:00pm
Suggestions
Xuild
14
4 May @ 3:55pm
weapon suggestions
Winterfrost
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3 Jul @ 1:17pm
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GamePulseYT
967 Comments
patryk lolo 15 Jul @ 2:31pm 
how i can turn off ordindance overload plis help
Deployable | sups.gg 2 Jul @ 1:13pm 
you and me both. Sometimes to create things like this you might need an actual degree in engineering for these types of games lol
killian.mawn14 26 Jun @ 10:30am 
.....this is sick and I would never be able to build this good job man
KILLTOHONOR 7 May @ 10:20pm 
i cant even make a car man...:steamsad:
Plugga76 3 May @ 10:57pm 
i made a heavy loadout ima make a flight loadout
Plugga76 3 May @ 10:54pm 
jerry get hardpoint backpack and then add a another gun onto that or missle pod OR EVEN A MINIGUN
jerry 11 Apr @ 3:21am 
amazing however i believe this thing needs more weapons not saying its trash though still good
Realmy 8 Apr @ 7:12am 
how do i use the missile?
warpig645 6 Apr @ 11:00am 
I love how this operates like a mech from battletech, hope someone makes stuff from that universe some day
Deployable | sups.gg 4 Apr @ 10:32am 
if the gun won't fire, that's probably because you don't have the weapons DLC.