Space Engineers

Space Engineers

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HAVw A6 Juggernaut (Vanilla)
   
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10.611 MB
31 Jan @ 5:39am
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HAVw A6 Juggernaut (Vanilla)

Description
Mod.io version is available here.[mod.io]

"Where's Ahsoka?"
"Following your teachings."
"Is she winning?"
"For now..."
(c)


History

Being one of the oldest shipbuilding corporations in the entire galaxy, Kuat's history spans thousands of years. What is less known and appreciated, is the fact that KDY was also responsible for quite a lot of ground vehicles as well, some of which are no less monstrous than their dreadnoughts. However, in the peace-time Republic it was hard to find buyers for such vehicles, and Juggernaut A5 and A6 remained in catalogues for decades, with only a few sporadic orders here and there from local governments... until the war were declared. Grand Army of the Republic immediately initiated push to buy up as many available tanks and IFVs as possible, and Kuat's somewhat dated offering became quite relevant. Having participated in both Battles of Felucia, Campaign on Mimban and Defense of Kashyyyk, these beasts wrecked havoc upon any B1, B2 and frankly anything up to the size of MTT. However, numerous mechanical breakages and lack of spare parts forced many Jedi and Clones to abandon their Juggernauts.

After the Republic underwent Democracy Replace Therapy, Juggernauts continued to serve the 6-spoke bendu, however, in increasingly odd roles... Empire was often sighted to use these wheeled tanks to transport countless slaves on the worlds of Outer Rim, many of which will end up constructing the First Death Star. That said, it seems that warranty support became even more of a problem, as many Imperial Juggernauts sat around for years waiting for replacements clutches, brakes and wheels. Rebels were rumored to have a couple of A5s and A6s, but those were usually retrofitted beyond recognition.

Pros: actual all-terrain capability (looking at you, AT-TE), monstrous cargo capacity, tremendous customizing ability.
Cons: no armor, no adequate weaponry, ridiculous size, has to be transported by a literal cruiser.

Tech Data (In-Game)

Capacity:
Passengers (70+)
Cargo (5 Small Large Grid Containers)
Survival Ready:
Pressurized Interior (except for Med Bays)
Fully Connected Conveyor System
2 External Airlocks
2 O2/H2 Generators
6 Fuel Tanks
2 Oxygen Tanks
2 Med Bays
Atmosphere Rating:
Any
Propulsion Type:
Vanilla 3x3 Wheels (10)
Landing Gear Type:
Parking / Belly Connectors
Power Type:
Vanilla Large Grid Small Reactors (1)
Vanilla Large Grid Batteries (4)
Armament:
Autocannon Turrets (2)
Assault Turret (1)
Railgun Turret (1)
Retractable Rocket Launchers (16)

Crew

Drivers:
4
Gunners:
5
Commander:
1
Total:
10

Size (In-Game)

-
Large Grid Blocks
Small Grid Blocks
Meters
Length:
20 bl
100 bl
~50 m
Width:
7.5 bl
38 bl
~19 m
Height:
8 bl
40 bl
~20 m

Additional Notes
  • Programmable blocks are turned off by default to improve performance. If you still desire to use them - access the terminal and toggle the group "Programmable Blocks" on.
  • Because of subgrids, this vehicle can be controlled only via Remote Controls. And don't forget to disengage parking before trying to drive...
  • Both front turrets and side launchers have automatic safeties - if sensor sees their covers closed, then weapons become disengaged. I would not recommend removing this safety, but if you want - just find 3 Sensors in the terminal.
  • Using this as a direct combat vehicle is not the brightest idea. So I'd recommend sticking to logistics and refueling.
  • Speaking of refueling, the upmost connector is designed to be engaged by fighters and gunships to refuel from enormous Hydrogen Tanks on this thing.
  • Docking this thing is a challenge, mainly because you can't get it low enough to the ground to connect to anything. That's why Acclamator will feature specialized hardware to allow up to 2 Juggernauts on board.
  • Subgrids. Subgrids are everywhere. So take caution, if your soul gets cursed by a spirit of Marek - clang will come for you.
  • I tried my best to do the interior, and to be completely honest - I consider it a failure. I don't like spacious small grid interiors, and I have no good experience making them. So feel free to customize the living Jesus out of it - there's more than enough room for anything you'd want.

References
  • Episode III (2005) - size, general geometry and outer detailing
  • Star Wars: Revenge of the Sith Incredible Cross-Sections (2005) - some internal layout



Yes, next one is going to be the Windows 98 cursor. In fact, most of the screenshots have already been done, which is pretty untypical for me.
23 Comments
Alec R.  [author] 5 Feb @ 5:19am 
@Austin_Legend No problem. Have fun!
Austin_Legend 5 Feb @ 4:22am 
Probably warbros, one of the classics. Ill throw it into my Venator Refit world chocked full of mods and use the modlist mod to identify the mods on the grid. Its much appeciated, just from that screenshot it looks quite glorious. First order of business is a fresh coat of paint. Also I assure you I would credit you if I were to ever post it, though I doubt I ever would. I tend to get too caught up with projects with these and they end up being neverending ones lol. It will very much make a good suplement for when the Venator feels a little too chunky. Plus with this I dont have to worry about fully refitting a hangar without disfiguring the hull, just a massive landing bay
Alec R.  [author] 5 Feb @ 3:32am 
@Austin_Legend There you go, but be warned, it originally used some sort of ramp mod and some sort of force field. Which ones? No clue. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3421487456
Austin_Legend 5 Feb @ 2:12am 
Oh I would absolutely love it, I havent anything near a good size for one since purrfect blinky's died, and haven't had the time or drive to make my own through an SEToolbox model. Ill have you know big and unfeasible are my thing lol
Alec R.  [author] 5 Feb @ 1:35am 
@Austin_Legend Funny enough, I did actually make a 1:1 Acclamator hull many years ago. Never did anything with it though, as I deemed it too big to be feasible in SE. I can send it to you if you want, as it is literally just a relic for me.
Austin_Legend 5 Feb @ 1:26am 
The mods aint got nothin on me, in fact I add more to it. Even for being outdated, its fun to overhaul, just gets buggy when SE does its funny physics no worky moments. Honestly I hold it as the best Venator on SE. Its got potential. The only thing I cant find is an Acclamator to match its magnitude
Alec R.  [author] 4 Feb @ 10:50pm 
@Austin_Legend Jesus... surprised anyone still uses it considering how outdated and ugly it is. And that's even ignoring a million mods that come with it.
Austin_Legend 4 Feb @ 10:42pm 
The way back original. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1751396552
I havent worked on it in a while, last thing I was doing was making a ventral hangar that actually fits a consular, with an extending gangway to such. I also changed out the bridge windows with the bridge windows mod (Dont remember who by but its called that) to make the bridge have its actual windows along with the rest of the ship. Ever since I found it thats always been my go to pet project
Alec R.  [author] 4 Feb @ 9:54pm 
@Austin_Legend wait wait wait, the original 1:1 or the recent one I posted? Just curious.
Austin_Legend 4 Feb @ 9:49pm 
Logistically understandable. When it comes to these things im extremely anal about details lol. I actually religiously use your 1:1 Venator because it has the right hangars, bridges, engines, and is the only quality blueprint on the workshop with an opening main hangar door. It is literally my go to project to work on, just the games physics are so limited