Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Goliath Landship - Super Heavy Artillery Crawler
   
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File Size
Posted
Updated
4.392 MB
25 Aug, 2024 @ 11:59am
5 Apr @ 9:52am
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Goliath Landship - Super Heavy Artillery Crawler

In 3 collections by Richman
NFT (New Gen. Frequency Technology)
19 items
Richman Defence Systems
13 items
Richman's Crawler Collection
10 items
Description
Goliath Landship - Super Heavy Artillery Crawler
Overview
A giant born to conquer the large sands of the southern lands.

The Goliath is a huge landship, designed to support far from the enemy lines. With it's immensive firepower and range, it can deliver a constant bombardment of every target thinkable.

What it lacks in speed, it compensates with ammo and firepower and it's modern, simple and versatile control suite.

Features
Gunner
The Crawlers main armament consists of two heavy dual Bertha Turrets. Each turret is connected to 170 rounds of devastation.

The four guns can be deployed autonomously. Just enter the target coordinates, and let the computer do it's job. The gun loads, aims and waits four you to push the button. Or, activate auto-fire if you care about your finger nails.

The state-of-the-art targeting map shows selected target coordinates, radar targets, FLIR turret target and time-to-impact of projectiles.

Observer
If required, the Observer controls a FLIR turret and can designate targets to the gunner as a second option.
If appropriate assets are available on the theater scene, an NFT compatible craft can send target coordinates and even a fire command, so the crawler can act as passive artillery deployment. Or the NFT asset can be controlled directly by the Observer.

Driver
The Crawlers chassis features four independ electric tracks. All four are steered and allow The Crawler to turn on the spot or even - Crab Mode enabled - move sideways.
It's high traction tracks allow it to climb considerable slopes. And due to the engine rooms function as air reserve, enable The Crawler even to operate for short amounts of time underwater.

The Landship is equipted with a standard lighting suite, including internal lights, headlights, anti-collision and position lights. It features an heading-hold autopilot (with no waypoint) or move-to-waypoint autopilot modes.

In case the Landship is attacked, it supports two arrays of counter measure dispensers, able to dispense up to 36 chaff.

Specs
Mass
64'629
Cost
$ 285'340.-
(+ $ 342'000.- ammo)
Tank capacity (Diesel)
~43'640 L
Travel Range
>1000 km
Top Speed
46 km/h
Minimum Workbench Size
Large Hangar / Large Dock
Armament
2x Dual Bertha Turrets:
172 + 170 Bertha Shells

36 Chaff
Gun Range
~8 km

Operation
Driver
Ensure generators are running before engaging drive mode. When drive mode is disabled, tracks are set to parking brake.

The map screen doubles as reversing camera. Use outside personal as help when reversing in tight spaces!

Gunner
Guns start to load as soon as ARM is activated. Both turrets return to origin position for reloading when shells are expended.

Guns can only be fired when loaded, turret ready (aimed at target), or in manual mode.

WARNING!
Only use Manual Control Mode in emergencies. Turret travel range limitter is not in operation, and the turret may collide with the superstructure!

When unable to fire guns, check errors from targeting computer.

To enable NFT control, set RX frequency. See the following video on operation with NFT assets:
https://youtu.be/E7wbN8QP0e0?si=dliOMraL9bHZzKl6

Observer
FLIR turret is controller according labeled controls. Target can be marked for gunner with MARK button, if the gunner enabled the FLIR TARGET function.

If an NFT frequency is set, system switches to NFT control mode (FLIR turret control is suspended). Set NFT frequency to 0 to resume FLIR turret operation.

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28 Comments
Sebastien 21 Sep @ 4:57am 
here's an idea you should make it so that you can reload it like the juggernaut
Cat mc'cat 6 Mar @ 8:04am 
nvm, turns out i was on auto physics detail and that broke it, moved to med and it works
Cat mc'cat 6 Mar @ 8:02am 
hey im just testing the weapons rn and the tracks are shaking a lot, seems like the servos are goin crazy
inga26r 4 Dec, 2024 @ 7:22pm 
homeworld deserts of kharak vehicles are finally real?
Regenerador 29 Nov, 2024 @ 3:37pm 
my friend and me love this one it's so cool, but i have question maybe stupid can you make one version for living in luxury maybe if you can but yes like a big home can move
Wayfaring_crow 31 Oct, 2024 @ 7:13pm 
Ngl would love a crane sort of version for this. The rear turret being the crane and the forward one being replaced by a sliding hatch. Tried to do it myself (was NOT going to post it) but logic confused me.
(No19) LexusLuthor 22 Sep, 2024 @ 4:01am 
This is cool check out my hs-196
MrNerf2632 6 Sep, 2024 @ 12:56pm 
Well at least it works well even with that because the bug doesn’t occur too often!
Richman  [author] 6 Sep, 2024 @ 12:07am 
I guess it has to do with the turrets colliding with invisible things that aren't there. Sometimes heavy turrets in stormworks tend to generate unexplicable phantom forces.
Under normal operation I experienced this very rarely. But when stressing physics e.g. teleporting or moving the turret under manual control, it can happen more often.
Rigorose testing showed there isn't a thing I can do. Even with the turret completely naked and only the guns it tends to get "stuck" sometimes.
Don't rely on the Devs to fix this bug, this is open since years. It's probably better to find a way to live with it. 😕
MrNerf2632 5 Sep, 2024 @ 4:57pm 
Alright I can’t seem to replicate it so I’m sure it won’t be an issue.