Space Engineers

Space Engineers

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STAR WARS AT-AT (Outdated) *EXTREMELY BROKEN*
   
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Type: Blueprint
File Size
Posted
Updated
1.090 MB
Dec 8, 2016 @ 12:28pm
Jan 17, 2017 @ 12:35am
13 Change Notes ( view )

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STAR WARS AT-AT (Outdated) *EXTREMELY BROKEN*

In 1 collection by Vollstrecker
Star Wars
14 items
Description
The All Terrain Armored Transport, or AT-AT walker, is a four-legged transport and combat vehicle used by the Imperial ground forces. Standing over 20 meters tall with blast-impervious armor plating, these massive constructs are used as much for psychological effect as they are for tactical advantage.

Sporting two heavy cannons (Rocket Launchers) and two anti-personnel cannons (Gatling Guns), as well as accommodation for up to 18 troopers, the AT-AT is a formidable addition to any assault force.
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This is (Edit: WAS) a fully functional item and includes the ability to walk (flat, level surfaces are highly recommended) and a fully articulating head/cockpit complete with functional weapons. Also included is a 17 seat troop bay with working doors. You will have to crouch to reach the cockpit and there are some known issues (see below), but with proper operation you will be crushing the Alliance in no time.

Originally I had intended to construct this without thrusters and had given every effort to see that done, however, limitations with rotor strength have prevented that and I was forced to concede and use thrusters so keep in mind that the use of thruster damage will cause major failures, be sure to turn that off before use. That being said, as I stated previously, this item is strictly designed for flat level surfaces. It is optimized for 1 G and does not perform well in heavier G scenarios.
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Operation:
The physics engine of this game has presented some unique challenges when it comes to making this vehicle functional so the following is a quick manual on how to operate it correctly;

- When you copy and paste it into your world, it often will not settle itself correctly which can present problems with the walk cycle functioning as it should, so when you take control of it, press "5" repeatedly to make sure the Hover Altitude Aligner (courtesy of p3st|cIdE) is switched off.

- Once you are confident it is off, hard rotate the head/cockpit upward until the horizon line no longer shifts as it will force the vehicle to settle.

- When the vehicle has settled appropriately, push "6" to initiate the Aligner and "7" to initiate the AT-AT Program (Easy Automation V2.0 script courtesy of Coren) to initiate the "Walk" program.

- Once all of that is initiated, you can use "8" to start or stop the walk cycle at any time.

- Occasionally, it will have a hard time with forward momentum so I have provided a boost function to help push it back into the walk cycle (NOTE: This should ONLY be used to get the walker moving and in SHORT bursts of about 2 to 4 seconds. DO NOT LEAVE IT ON! It will cause the AT-AT to nose forward and crash. Fun for cinematic effect however if you so desire!)

- The head, or cockpit if you prefer, can rotate both side to side, and up and down. For stability I have locked it into position vertically as it can, and will, throw off the walk cycle or cause the whole vehicle to tip and crash if it is tilted either up or down for too long. For walking, I recommend leaving it leveled, however the lock can be disengaged and you can move it up and down if you wish. Just be sure it is only for a second or two and then return it to the level position while moving. It can be moved side to side at your leisure though, and in fact is recommended for turning the vehicle.
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Due credit, where credit is due, for those without which this would not be possible,

A huge thank you goes to Coren for his Easy Automation V2.0 Script

Also,

Another big thanks to p3st|cIdE for his Hover Altitude Aligner
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Updates:

(See change notes)
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151 Comments
G h o s t Oct 2, 2022 @ 12:07pm 
woah dude, this is pretty sick!
Vollstrecker  [author] Jan 7, 2018 @ 10:44am 
Haha well at least it can entertain in more ways than one!
Vollstrecker  [author] Jan 3, 2018 @ 11:36pm 
Yeah if they ever decide to take this game out of beta sometime in the next 50 years I may get around to updating it, as it stands, any change I make will just get broken in some future update.
Vollstrecker  [author] Dec 15, 2017 @ 12:47am 
Yeah all the updates have made it quite unpredictable. I used the old scripting method back in the day before they added functionality to individual blocks and now I can't modify the code. Too much of a pain for me to tackle and re script the whole thing now so I didn't bother.
Vollstrecker  [author] Dec 14, 2017 @ 10:25am 
@DanRage47
Haha thanks man, glad someone can get some use out of it!
Vollstrecker  [author] Nov 19, 2017 @ 11:38am 
@Zeys

Yep! ;D
Zeys Nov 19, 2017 @ 11:37am 
[KSE] Vollstrecker832 Because your name is actually german :D
Vollstrecker  [author] Nov 19, 2017 @ 11:35am 
@Zeys

Absolutely man! I always try to take time to respond to my fans. I like you guys to know that I'm listening and appreciative of your feedback.

I am in fact, born American but my grandfather was full blood German as were his parents who migrated here to the US prior to WW2 who themselves originally hail from up around the Hamburg area.
Zeys Nov 18, 2017 @ 8:01am 
[KSE] Vollstrecker832 thx for the answer.. u german?
Vollstrecker  [author] Nov 18, 2017 @ 7:22am 
@Zeys

I probably can, honestly I've just been lazy about it cuz it will take a lot of retooling since I used scripts as opposed to pistons and timers, but not to worry, buddy of mine is making one far superior to this one which I'm really surprised he hasn't released yet.