Empyrion - Galactic Survival

Empyrion - Galactic Survival

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Aardvark-CS
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Blueprint: Hover Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
Updated
151.856 KB
17 Mar @ 9:58am
19 Mar @ 8:57am
3 Change Notes ( view )

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Aardvark-CS

In 1 collection by jrandall
Military Survival Series
147 items
Description
HV Class 2, RE Core 9, Unlock Level 20 - Reforged Eden Only

Primary roles: Combat Salvager, Combat assist, Shield, Harvest storage, Utility, Upgradable

Patch - 3/19/2024 - I fixed a landing gear issue where the back gear was coming down one block space too far do to the wrong part used. I swapped out the rear landing gear to the correct part now and it now lands evenly how it should.

Quick patch - 3/17/2024 - Added landing gear to the creation. Sorry, I totally forgot to do that. So now it has retractable (RE) landing gear on both the front and back just on the inside of the hover engine areas.

The Aardvark-Combat Salvager was designed to assist in POI combat as well as provide a salvage/utility platform. It's main function is to assist with shield take downs, clear enemy ground forces and drones, and salvage a POI. It can also transport small crafts, carry passengers, provides healing and a clone chamber, armor locker, constructor, fridge, o2 and dispenser, wifi, drone hatch, 42K total harvest storage, and 8K ammo storage.

Stock Features

The Aardvark-CS comes stock with 1st and 3rd person cockpits, drone hatch, 4 passenger seats, constructor, trauma station, o2 and dispenser, clone chamber, fridge, shield with 2 additional shield parts, landing pad, powerful chassis able to move heavy loads, 11 minigun turrets, 4 positron turrets, armor locker, 1 Gatling gun, wifi, detector, multi turret, spotlight, and some upgrade options.

Offense and defense

The hull is built with steel with a bit of hardened steel, the interior is built with cargo extensions and carbon substrate. It contains a standard HV shield with 1 additional capacitor and changer. It comes with 8K ammo storage, 11 minigun turrets, 4 positron turrets, and 1 Gatling gun. The single Gatling guns purpose is to manually target POI sentry guns that regular turrets will not fire at.

Upgrade options

The Aardvark-CS can be upgraded a bit. It has locations to add a few quantum/aux cores, 1 1x3 generator, and 4 additional shield parts. Of course turrets could also be swapped out for better versions.

Features Summary:

1. HV Class 2, RE Core 9, Unlock 20 - Reforged Eden only
2. Steel hull with a bit of hardened steel, 1st and 3rd person cockpit
3. 8K ammo bay, 25K and 17K harvest storage (42K total)
4. 4 Positron beam turrets, 11 minigun turrets, 1 Gatling gun
5. O2 and dispenser, 4 passenger seats, clone chamber, trauma station
6. Wifi, armor locker, detector, spot light (P menu control), multi turret (P menu control)
7. HV Shield with 1 additional changer and capacitor
4. Constructor, fridge, wifi, detector

I hope you enjoy!




20 Comments
jrandall  [author] 19 Mar @ 5:19pm 
Thank you very much Sid'Blue! :)
Sid'Blue 19 Mar @ 3:13pm 
Jrandall, you have been making stuff for a really long time. I am thankful to see you come this far bro! I know its a game,but I use alot fo your stuff.
jrandall  [author] 19 Mar @ 12:23pm 
Thank you Sundog! :) And thanks again treker_ed! I mod my own creations in game play a fair amount too. That is the great think about a game like EGS. The changes sounds cool! And again thanks again for the info!
jrandall  [author] 19 Mar @ 12:09pm 
@rollinshultz, Part 2. You had the question if you should release good functioning but brick like creations. My best answer would be try to work out the visuals the best you can first. Do a bunch of experimenting with the goal of making it look as nice as you can. The time spent is well worth it. It will make future builds easier as well. It's especially hard for new authors to get noticed so you want to knock everyone socks off so to say as well as have a good looking blueprint picture. As in modding other creations for RE2, most authors including myself are honored if someone spends the time to mod a creation we have made. However, list the original creation an author in the workshop post. If you don't it could very well upset authors out there as well as players who know of the original creation. I hope that helps and hope to see you get some cool creations to the workshop! :)
jrandall  [author] 19 Mar @ 11:51am 
Thank you very much rollinshultz and treker_ed! @rollinshultz, I pretty much started building the same way. Well, I first modded a couple prefabs and then ended up building several brick like creations that worked in game but looked bad. With each new creation thou, I experimented with blocks, textures, etc trying to make better looking creations. I didn't release like the first 10 or so creations I made. I finally did release a couple and they hardly got any subs at all. So, on the next build which took way to long lol, I spent a bunch of time trying to make every part of it the best I could which basically was a lot of experimenting with blocks, colors, deco parts, lighting, redoing areas over and over, etc until I felt it looked decent. This build was the Manticore-EX1. It took 3-4 times longer to build than it should have, but I learned a lot doing it. See part 2 :)
Sundog 19 Mar @ 10:10am 
I like the design and it nicely complements your Military collection. I am a big fan of HVs in general. Something like in Alien 2 is probably my favorite idea, a dropship having a transport vehicle attached to it, landing and go. Fun roleplay this way. Still an awesome movie. Enjoy playing with XCaliber. Cheers.
treker_ed 19 Mar @ 9:46am 
@jrandall - glad I could help. I changed mine anyway, but thought I'd give you the heads up about the BP. On mine, I've upgraded all the weapons to the Heavy versions, and added a couple of Laser turrets to the side of the cockpit , removing the thin plates, just to help with reducing shields. Also swapped out the cockpit for one without all the heavy faceted windows - looks a bit gawky sitting a little higher, but I prefer an unobstructed view out of the cockpit. That's just my preference, and nothing to do with your design which seems great - just needs that combat test in the real world (so to speak...)
rollinshultz 19 Mar @ 9:40am 
I can't wait for the tank you have built alongside this one so I'll bring it into RE2 as well and work with it. I try very hard to keep all yours and Movado's (the Ono CV) stuff as close to original as possible especially the looks department as you outclass many other creators and me especially.

Q: I have made one ship so far and it is looks wise "a flying brick", but I have been cleaning up Zirax Comms arrays and other small to medium stations with it so I'm happy to have it, but hesitant to publish it. Did you have that sort of dilemma in the beginning? It seems nobody is doing much with RE2 yet, and after my comments they may not want to so I felt I should publish some of my stuff and remodeled stuff from others to give newbies to RE2 a leg up on this whole generatot overload fiasco. Btw, what is the etiquette of publishing remodels of other's work?
rollinshultz 19 Mar @ 9:27am 
Thank you so much for the explanation. I had your TBM in my workshop and I brought it into RE2. Of course as with anything I bring into RE2 it required thruster and generator rework to not blow up. It seems "generator overload" is one of their favorite tricks. They automatically substituted ion thrusters for the originals and that is the lowest tier now.
But Jrandall to the rescue. To make replacements easier I used what you taught us in your replace blocks video to do the job of replacing all the ion thrusters with plasma ones. I didn't know if it would work with thrusters and other items but I guess as long as they are the same size it does. So now my TBM has good thruster power and I deleted the four generators which they subbed with improved generators and I shoehorned in a fusion generator and an advanced core extender. Now it is a "no blow up". I owe you big time for what you do and what I learn from you.
jrandall  [author] 19 Mar @ 9:01am 
Thank you Commander Qtatron, ArtemisRouge, rollinshultz, and treker_ed! @rollinshultz, What I mean by core 9 in RE (not RE2), is it would have a standard core, 1 basic, 2 improved cores, and 5 advanced cores. So adding up the cores it comes to 9. Basically it does not need any quantum or auxiliary cores. @Treker_ed, thanks for the info. I Just updated the BP to fix the landing gear issue. I had used the wrong model gear on the back that extended 1 block too far. I replaced the rear landing gear with the right part so it lands correctly. Sorry about that and thanks for the heads up! And thanks again all!