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MULTV03 Wildebeest Ambulance
   
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Blueprint: Hover Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
508.004 KB
22 Jul, 2024 @ 1:09pm
1 Change Note ( view )

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MULTV03 Wildebeest Ambulance

In 1 collection by Wimpoman
Military Utility/Logistics/Transport Vehicles Series by Wimpomanufacturing
18 items
Description
Mod/Scenario - None (Vanilla)


The third in my series of Military Utility/Logistics/Transport Vehicles is the Wildebeest military truck.
This variant of the Wildebeest is a military ambulance with a "2 casualty & 2 medic/corpsman" (plus driver) capacity.





Construction
Body = Hardened Steel
Deck Plating = Hardened Steel
Windows = Armoured glass (Armored Windows S) with normal glass overlaid where doubled.
Armour = Hardened Steel & Combat Steel
Core Placement = In cab beside (left) of driver's seat.
Resource Costs = 731 Carbon; 706 Iron; 639 Copper; 588 Silicon; 417 Titanium; 256 Cobalt; 140 Sathium; 105 Neodymium; 8 Erestrum; 8 Zascosium; 2 Small Optronic Bridges.

Equipment
Life Support:
Pressurisation = 7 O² Tanks; 2 Ventilators; 2 compartments - front cab & casualty compartment.
Personal Facilities = 2 O² Stations, 2 Casualty beds.
Medical Devices = 1 Clone Chamber; 1 Medic Station.
Seats = 1 Driver's (Cockpit) Seat, 2 Medic/Corpsman (passenger) Seats.
Power Grid:
Primary Power Plant = 5 large Generators.
Secondary/Emergency Power = No redundancy.
Fuel Stores = 9 large Fuel Tanks; Pentaxid Tank.
Mobility:
Handling Profile = Balanced, with a slight focus on forward acceleration.
Manoeuvrability = 31m/s² Forward; 24m/s² Reverse; 23m/s² Lateral
Agility = 35deg/s Yaw; 11deg/s Pitch; 28deg/s Roll
RCS Gyros = None.
Main Propulsion = 2 large T2 & 4 medium T2 Forward Thrusters; 6 medium T2 Braking/Reverse Thrusters; 2 large T2 & 2 medium T2 Lateral Thrusters (on each side); 4 large Hover Engines.
Max Forward Acceleration = None
Max Lift = 2 large & 4 small Hover Engines.
High G Functionality = Can operate in 4G (can lift ~142.7t in 4G, vehicle mass = 45.8t)
Weapons & Defences:
Shields = Yes.
Fixed Weapons = None.
Anti-Personnel Turrets = 2 Gatling Turrets, targeting: Ground Troops exc. Predators; Drones.
Resource Gathering:
None.
Storage:
Resource Collection = None.
Ammunition = 1,000 SU Ammo Container.
Cargo = 2,750 SU Cargo Container; 1 small Cargo Box.
Other Storage = 3 mini Fridges; 1 Armour Locker.
Production:
Constructors = None.
Other Devices:
Detector; Wireless Connection; Interior Lights controlled by Motion Sensors; Exterior Lights, Doors & Ramps controlled by Motion Sensors; Emergency Beacons.
Door Operation:
Outer 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. Taillights - Turns on & off ALL red flares on rear.
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; Holo (LCD) Projectors; Light/Ramp/Door Control Motion Sensors.
2. EmergencyBeacons - Turns on & off the flashing blue emergency lights.
3. Headlights - Turns on & off the front "Spotlight Block" headlights AND the top front "Spotlight Mode" lights.
4. GatlingTurrets - Turns on & off the "Anti-Personnel" Gatling Turrets.

Upgrade/Adaptability Space
None - there is no in-built upgrade path (although, it is possible to take out the T3 CPU Extenders and not only put the T4 CPU Extenders found on the other Wildebeest variants, but also replace the removed turrets too... since I don't think the Geneva Convention applies to the Zirax scumbags).

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
Variants of this build:
MULTV03 Wildebeest 16kSU Logistics Truck
MULTV03 Wildebeest 12P Transport Truck
Builds adjacent in the line/series:
MULTV02 Yak AEV - Dismantling & Salvage
MULTV04 Banteng 32kSU Logistics Truck
MULTV04 Banteng 18P Transport Truck
Other Medical Vehicles by Wimpomanufacturing:
FRAHV HoverAmbulance
AFHV02 Caracal Ambulance
MULTV07 Argentavis class MPTC with Medical Module
WM02 Initiate class Ambulance
Wimpomanufacturing Info:
Wimpomanufacturing 'Terms, Definitions and Conventions' Guide.