Space Engineers

Space Engineers

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Triskele - trike strike tank (vanilla, survival ready, wheeled)
   
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Type: Blueprint
File Size
Posted
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3.438 MB
28 Dec, 2020 @ 2:08pm
28 Dec, 2020 @ 4:58pm
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Triskele - trike strike tank (vanilla, survival ready, wheeled)

Description
Welcome to the race!

With the latest expansion, new wheels, lights and biomes came. A few years ago, I experimented with a trike design, with limited success (Conclusion - mixed elevation on trikes is too complex for a small and simple vehicle. Thus, same classic tier5 tires were used for this one). After some thinking and more tinkering, finally, a really nimble and heavily armed vehicle was produced!

The Triskele is a trike at heart, with two (artificial mass enhanced) wheels for steering. For steep edges or during deployment, a classic large turbine fan provides thrust - and overrides the 180km/h speed limit on ground. Three gyros help with countering gear effects - on low gravity worlds, the use of all four artificial mass blocks is encouraged. (In the unlikely event that the transport is destroyed in zero-g, the strike trike has a single ion drive and is equipped with three parachutes... and a survival kit at its center.)

Three dual medium cargo bin-fed turrets, one of those a missile turret, augment the twin gatling gun (forward) firepower. Massive and accurate firepower for a fast striker with medium armor protection. The ground clearance is good, ramps of 34.5° are no problem. The bull-bar is sufficient to protect the suspension in case of a tree-accident.

Systems include all common parts, such as vehicle lifting system, repair projector, 3D printing and refueling (bottom), remote control driving and many more feats! Almost every control is either tied to one of the self expanatory pads or command tabs - so hop in and ride on!*

*Operating time on average, without engines or reactor use, is around two to nine hours, depenting on acceleration and booster/mass usage. With hydrogen engines online, operating time is several days worth of exploration.

MMasters LCD2 script and Whips turret based radar are installed; Georiks 3D diagnostic and 3D planet map are or should be turned off... (the latter causing some performance issues, so use it at your own risk. Georiks 3D script has become much more stable. If it ever gets stuck, please just recompile the script, as I have changed a few display settings).

The design works also without the DLC, then simply some lights have to be changed for either regular spotlights or corner lights/lights. Aaand of course the exhaust cosmeic won´t be there.
2 Comments
[WTFH] ragnar_greymane  [author] 31 Dec, 2020 @ 6:18am 
Wasteland DLC is not needed - only 5 cosmetic blocks were used (tbh, 7, but the front lights are counted as one per side)
[WTFH] ragnar_greymane  [author] 28 Dec, 2020 @ 2:35pm 
The parachute drop did not cause any damage - despite me forgetting to turn off the artificial masses...