Space Engineers

Space Engineers

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Battlemech [Boarhead]
   
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Type: Blueprint
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2019 年 3 月 15 日 下午 8:09
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Battlemech [Boarhead]

描述
The Boarhead-class medium battlemech. Named for its large, slightly crooked, pig-like head. The successor to the Sabre. It's much more stable and faster. This is also my first mech to make use of heavy armor for additional protection. This mech should work with destructible blocks on, but with sub-grid damage off.

This mech uses the precise timers script by SioxerNikiti in order to walk properly at the necessary delay settings.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=424955427&searchtext=Precise+timers

*Weapons:

Y-axis, double-gatling MART. Designed for use against infantry and light ground vehicles.

Y-axis, double-rocket MART. Designed for use against any ground vehicles. It has some use against aircraft too, but it's limited firing arc means it's fairly ineffective for such a role. The rocket launchers also have their own cameras for assisted aiming.

Both weapons use Whiplash's Mouse-aimed-rotor-turret (MART) script.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=944915802&searchtext=MART

The mech head acts as both turrets' X-axis.

*Capabilities (on flat, un-shifting terrain):

Top speed: 5m/s

Strong horizontal stability while walking straight. Disrupted by turning.

Decent forward-backward stability, although it bobs a lot. It can occasionally tip over on slight inclines if not corrected manually.

Doesn't use pistons. It uses heavy rotor torque (>448k) on all joints instead.

*Hotbar instructions:

Hotbar 1 (Misc Controls and Start-up):

1. Starts the walk cycle.
2. Stops the walk cycle.
3. Starts the precise timer script loop. You need to trigger this once before the mech can walk properly at the correct timer delays.
4. Stops the precise timer script loop. Use this when you aren't using the mech anymore. Precise timers are performance-intensive, and this helps by shutting them off.
5. Merge block toggle. Use this to seperate from another merge block. It's designed with carrier vehicles in mind.
6. Toggles the antenna on/off.
7. Toggles all leg rotors on/off. This will cause all legs to collapse against gravity or any other external force when toggled off. You should only use this in very specific circumstances, such as compact storage.

Hotbar 2 (Weapon and stability controls):

1. Switches between torso and mech control. By default, this should toggle the azimuth (X-axis) rotor lock and manual gyroscope control. By default, azimuth is locked at 0 degrees, and manual control is on. You cannot control the mech in torso control mode, so use this with caution!
2. Toggles the gatling turret locks. The gatlings are locked at 0 degrees by default.
3. Selects gatling guns as your active weapon.
4. Toggles the missile (rocket) turret locks. The rockets are locked at about 3 degrees by default.
5. Selects rocket launchers as your active weapon.
6. Toggles manual gyroscope control on/off. This is useful when you want to bypass the control limitations of slot 1.
7. Left camera view.
8. Right camera view.

Thanks for checking out my mech!
2 条留言
Pasta_power  [作者] 2019 年 3 月 16 日 下午 8:32 
Thanks. I originally got the idea to put LCD panels on the feet when I built the Sabre mech. I also kind of like how the legs turned out. They're a bit reminiscent of the leg designs from MWO's mechs, but skinnier.
TheTownWitchDoctor 2019 年 3 月 16 日 上午 10:59 
Very cool, love the leg design and the colour scheme. Couldn't work out what block you used for the red lights on the feet at first.