Empyrion - Galactic Survival

Empyrion - Galactic Survival

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AFHV09 Cougar Mobile AA
   
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Blueprint: Hover Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
516.975 KB
11 May, 2024 @ 4:16pm
11 May, 2024 @ 4:41pm
2 Change Notes ( view )

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AFHV09 Cougar Mobile AA

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


The ninth in my series of Armoured Fighting Hover Vehicles is the Cougar Mobile Anti-Air.
The Cougar can be used to take down SVs and drones (and also ground forces) with it's missile launchers and gattling turrets.





Construction
Body = Hardened Steel
Deck Plating = Hardened Steel
Windows = Armoured glass (Armored Windows S).
Armour = Combat Steel
Core Placement = Centreline, at the very rear, nestled between the generators.
Resource Costs = 658 Iron; 585 Copper; 505 Carbon; 487 Silicon; 482 Titanium; 284 Cobalt; 105 Neodymium; 70 Sathium; 8 Erestrum; 8 Zascosium; 2 Small Optronic Bridges.

Equipment
Life Support:
Pressurisation = 3 O² Tanks; 1 Ventilator; no Compartmentalisation.
Personal Facilities = 1 O² Station.
Medical Devices = None.
Seats = 1 Driver's (Cockpit) Seat; 2 Passenger Seats.
Power Grid:
Primary Power Plant = 4 large Generators.
Secondary/Emergency Power = No redundancy.
Fuel Stores = 5 large Fuel Tanks.
Mobility:
Handling Profile = Fast.
Manoeuvrability = 30m/s² Forward; 23m/s² Reverse; 15m/s² Lateral
Agility = 23deg/s Yaw; 12deg/s Pitch; 24deg/s Roll
RCS Gyros = None.
Main Propulsion = 4 large T2 Forward Thrusters; 2 large T2 and 2 medium T2 Braking/Reverse Thrusters; 2 large T2 Lateral Thrusters (on each side); 8 small Hover Engines.
Max Lift = 4 small Hover Engines.
High G Functionality = Can operate in 4G (can lift ~61.1t in 4G, vehicle mass = 46t)
Weapons & Defences:
Shields = Yes.
Fixed Weapons = None
Anti-Air Turrets = 4 Rocket Turrets, targeting: Generators of SVs.
Point Defence Turrets Turrets = 5 Gatling Turrets, targeting: Ground Troops exc. Predators; Drones; Weapons & Turrets of SVs.
Resource Gathering:
None.
Storage:
Ammunition = 8k SU Ammo Container.
Cargo = 1 small & 1 large Cargo Boxes.
Other Storage = 1 mini Fridge; 1 Armour Locker.
Production:
Constructors = None.
Other Devices:
Detector; Wireless Connection; Interior Lights controlled by Levers & Motion Sensors; Exterior Lights & Ramps controlled by Motion Sensors.
Door Operation:
Outer Doors - (shutters) 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 blocks.
4. Ventilator - Turns on & off the Ventilator block (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; Device Group & Signals Holo (LCD) Projector; Light/Ramp Control Motion Sensors; Passenger Seats.
2. Anti-AirTurrets - Turns on & off the "Anti-Fighter (SVs)" Rocket Turrets.
3. PointDefenceTurrets - Turns on & off the Gatling Turrets.
4. Taillights - Turns on & off ALL red flares on rear.

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:
AFHV08 Coyote Tank Destroyer
AFHV10 Barghest HeavyTank
Other Mobile AA HVs by Wimpomanufacturing:
AFHV02 Caracal Mobile AA
Wimpomanufacturing Info:
Wimpomanufacturing 'Terms, Definitions and Conventions' Guide.