Space Engineers

Space Engineers

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IMR HB-03 Heavy Mobile Base
   
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Type: Blueprint
File Size
Posted
Updated
9.306 MB
14 Jan @ 6:53am
16 Jan @ 1:17pm
5 Change Notes ( view )
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IMR HB-03 Heavy Mobile Base

In 1 collection by Luvstruckmango
Industrial Minerals & Resources
41 items
Description
Thank you for the front page opportunity and the 4 star rating! Much appreciated!

The largest of the IMR Mobile Bases, the IMR Heavy Mobile Base is the ultimate mobile base/factory. Built with the most advanced suspension system, the HB-03 is able to travel safely at 180 km/h with safe driving practices. The Mobile Base supports a full suite of base necessities, including automated salvage pit, refinery systems, O2 generation/storage, assembly systems, dedicated parking spaces for up to 10 IMR vehicles, printing system, handler crane system and more. The Mobile Base is also equipped with a grinder and welder crane attached to rails, allowing for effective grinding down of salvage from bases/crashed vehicles and superior welder capabilities for construction/repair.

Basic Info:
============
PCU: 87066

Reactor/Battery Powered
Empty Weight: 6.14 kt
Max Tested Weight: 13.48 kt

Included systems:

Assembly system
Refinery system
Salvage system
Salvage Elevator system
Salvage Landing Pad system
Welder/Grinder Crane system
Automated Vehicle Elevator system
Multi-tooled Handler Crane system
Undercarriage Repair system
Gantry Crane system
General Maintenance Bay

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Notes for driving: Although this vehicle is capable of travel at seeds greater than 180 km/h and has been tested thoroughly it can not stop on a dime. Greater care should be taken when traveling at higher speeds to allow for more reaction time for stopping, changing direction, and smoother path selection. Unsafe driving practices may result in undesired results, such as loosing suspension, damaging hull, and other damage. The vehicle will go most places when using safe driving practices, including reducing speed when approaching dips and gullies in the planet surface to prevent suspension over pressure which may result in hull collision with the ground. This vehicle has been tested to 13.48 kt (kilo ton) test weight. All normal conveyor connectable cargo minus the collectors were filled with ore. At this weight, the suspension still works with adjustments to accommodate for weight, such as increasing suspension spring strength, and increasing torque for torsion spring settings on the suspension rotors found in the custom information of the suspension rotors as needed.
14 Comments
Luvstruckmango  [author] 17 Jul @ 6:30am 
I have found that reducing your graphics settings by turning down the terrain detail and turning down the shadow detail helps. You can also help the sim speed by reducing the render/view distance in your game save world settings. I think the game automatically sets it to 15km. My computer is built to play space engineers and this thing even slows my sim speed down a little to, especially when there's a lot of voxel changes near by when I'm running full graphics. As for optimizing the actual vehicle, maybe turning off some of the scripts used would help, reducing the number of different textures on the grids may help. Most of the problem is legitimately the game engine for space engineers.
A Very Cute Snek 17 Jul @ 5:05am 
Hey, I've been going through your ship collection and I have been *loving* them, I've always had a thing for giant construction vehicles. I'd love to be able to use this rover in one of my servers as a big main objective, but trying to spawn it in causes my local sim speed to drop to .50. Is there anything I can do to make this more optimized?
Luvstruckmango  [author] 1 Feb @ 3:28pm 
You'll want to make sure that you have "In game Scripts" enabled. Its in your world settings. Then you'll want to make your way to the bridge in the front right corner of the vehicle. There you'll find a standing helm between to control seats. That is the control for driving the vehicle. Its restricted to that helm because of the way the turning system works.
duncanarrowsmith 1 Feb @ 9:33am 
How do you get this beast to drive? It didn't move an inch when I tried to drive it.
Luvstruckmango  [author] 31 Jan @ 8:35pm 
Modifying things to work for you is always a welcome thing.
WileyCoyote  [author] 29 Jan @ 1:25pm 
@Gaularn yeah crane configuration is very personal. Mango, our friends and I often don't agree on settings for cranes. Thanks for sharing what worked for you.

I really wish event controllers could recognize specific players, then we could have per-user control settings by alternating between active prog blocks.
xKilroyx 25 Jan @ 6:59am 
a beast. nice job!
Gaularn 23 Jan @ 6:58pm 
If anyone struggles with the handler crane like I did, find your base hinge and base rotor and add "rev" to the custom data of each, then use the following variable assignments in the handler crane pb. Feels a little more natural to me at least

string AD_Name = "Handler Crane Wrist Rotor";
string WS_Name = "Handler Crane Elbow Operation Hinge";
string QE_Name = "Handler Crane Extension Piston";
string SpaceC_Name = "HC Crane Base Piston";
string MouseY_Name = "Handler Crane Arm Base Hinge";
string MouseX_Name = "Handler Crane Base Rotor";
Luvstruckmango  [author] 21 Jan @ 5:28am 
Don't know how many sub grids. A lot. And glad you like it mister_Haladriel
mister_Haladriel 19 Jan @ 10:13pm 
As a fan of Deserts of Kharak i approve :cozybethesda: