Space Engineers

Space Engineers

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CV-14 Raider Mk.II [a]
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
Updated
3.427 MB
24 Feb, 2019 @ 5:11am
2 Mar, 2019 @ 5:13am
3 Change Notes ( view )

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CV-14 Raider Mk.II [a]

In 1 collection by Alpha-5
Phobos Armoury Group Ground Vehicles
34 items
Description
CV-14 Raider Mk.II Heavy IFV

The Raider Mk.II is a direct successor to the original Raider series of Heavy IFV, featuring significant improvements over almost every aspect. Raider II retains its troop-carrying capacity of 4 and Gatling gun whilst providing a stable and mobile platform for heavier weapons that can be easily mounted on the hull roof. It also features a kitchenette in the troop compartment for that crucial mid-battle tea.

The ‘a’ variant is 100% vanilla and comes loaded with ammunition and supplies for survival. A merge block is located under the hull to allow charging of the batteries if uranium is unavailable.

Stats:
  • Gross Weight:162.2 tonnes
  • Base Weight: 142.8 tonnes
  • Blocks: 1402
  • PCU: 4622
  • Power Plant: 13 Small Reactors + 2 large batteries
  • Armament: 1 Gatling Turret



The vehicle comes pre-equipped with a copy of Whip’s MART script to make the integration of Player Made Weapons more convenient.

General driving controls are on the 1st hotbar, door and system controls are on the 2nd.

Credits:
Floor Plan Script Mk1
MMaster’s Automatic LCDs 2
Whip's Artificial Horizon and Velocity Script



51 Comments
Molten Carnage 7 Dec, 2020 @ 3:42pm 
Thanks again @Alpha-5. This is the finished product, though I may add trailer varieties and a drone to dock on the roof.
https://steamproxy.net/sharedfiles/filedetails/?id=2312469644
Molten Carnage 7 Dec, 2020 @ 3:09pm 
Thanks.:selike:
Alpha-5  [author] 7 Dec, 2020 @ 1:25pm 
Since you asked so kindly, yes be my guest!
Molten Carnage 7 Dec, 2020 @ 11:54am 
Hey, I love your design of this vehicle. As much as I like to create my own work, the design language of this vehicle was too good to pass up. I've taken your design and modified it quite a bit for my own uses and made a recharge trailer to go with it. My gaming buddies have asked me to post it in my workshop. Can I get your permission to post? I will of course credit you and link the original. Thanks
Alpha-5  [author] 21 May, 2019 @ 10:47am 
Yes, projectors in SE don't recognise multiple grids as the warning box would have no doubt told you xD Unfortunately there's nothing I can do about that, but they're not too hard to build manually ;)
ArmyKris 21 May, 2019 @ 10:22am 
The doors and the front keps missing when i project it
Alpha-5  [author] 10 Apr, 2019 @ 11:38am 
Np ^^
Kaijor 10 Apr, 2019 @ 10:43am 
Dude, you are a saint! Thank you so much.
Alpha-5  [author] 9 Apr, 2019 @ 11:41pm 
@kaijor I'll try and explain it: first, make sure that the area on the main grid is surrounded by blast doors where the subgrid attaches to avoid clang. Delete one of the rotor heads and build the subgrid off of the other rotor head, and make sure the displacement is set to 0. Once the subgrid is built, you should just about be able to place a rotor head on the subgrids where it would connect, then attatch the rotor. Make sure the rotors are locked and have share inertia tensor on once they are in position. If you have any questions or you have trouble it's easiest to DM me through discord (Alpha-5#5011) :steamhappy:
Kaijor 9 Apr, 2019 @ 3:50pm 
Hey man, this looks awesome. I did have a question though about the rotors. How do you get the rotors in the front to work? Like, I'm trying something similar, but I can't seem to get the blocks to attach to each other. Maybe I can friend you real quick and show you a picture?