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AM-70 Moon Rabbit

106k hpgbproductions  3.4 years ago
Auto Credit Based on hpgbproductions's !lsm_final

E.M.S. AM-70 Moon Rabbit I LSM (Prod. 2037)
Rank: II


+pixiv

+Movement Demo

"Almost as smooth as my brain"
~nacchan

The AM-70 "Moon Rabbit" is one of the earliest Combat Walking Frames to enter service. With its jump boosters, it is able to capitalize on a walker's ability to navigate tough terrain and tight spaces.


User Manual

[ ! ] Always read the user manual before operation.

CONTROLS:
Throttle - Walk Forwards / Air Control
Brake - Walk Backwards / Air Control
Yaw - Rotate Sideways
Pitch - Weapon Elevation
Roll - Rotate Upper Body (AG1 ON)
VTOL - Rotate Feet
FireGuns - Rocket Boosters
LandingGear - Force Walking Mode
AG1 - Unlock Body Turret
AG6 - Retract Instrument Panel
AG7 - Lights
AG8 - Master Control

MOVEMENT FEATURES:
- Automatic vertical speed control/limiter in the air.
- When on the ground, Jump Boost will be active, and booster vertical acceleration will be much greater than if in the air. Use it to reach high areas more easily.
- Walking mode is automatically disengaged in the air. Force walking mode when trying to walk on objects that are not considered as ground in the game. However, jump boost and air control will be disabled.
- Air Control is disabled if the turret is unlocked, i.e. AG1 is on.

WEAPON FEATURES:
- Animations for each weapon when selected.
- Missiles can be fired without a lock - try it out!



Information

Specifications (AM-70 Prod. 2037)
Note: Hull refers to the machine without weapons and add-ons.

Hull Length: 3605 mm
Hull Width: 4875 mm
Hull Height: 6785 mm
Hull Mass: 17.8 t
Maximum Mass: 25.0 t
Crew: 1

Performance Review

The first-generation E.M.S. AM-70 is a (relatively) inexpensive weapons platform, both in initial costs and regular upkeep. It's also easy to handle, and packs some really handy jump boosters, making it mobile enough for getting to sniping and ambush positions.

However, many flaws are immediately noticeable. It lacks protection and you'll likely be shot out if you don't have some armor yourself. It's not fast, so you can't dodge attacks or retreat. As history serves, it's much better with extra radar or optics, but the base model lacks those, so it will be rated without them. (...)

~NOMIS Arena Magazine (December 2052)

HAMEKA Standard Machine Ratings:
[AM] Anti-Mech: C
[AA] Anti-Aircraft: D
[RN] Range: D
[MO] Mobility: D
[SP] Speed: E
[HP] Survivability: D

History
Designed: 2031-2035
Produced: 2037-2070+
No. Built: ~2,800
Unit Cost (Prod. 2037): $11.5 million (2037); ~$1.2 million (2060)

The EASTERN MECHANICAL SYSTEMS AM-70 (formerly designated To-70) was designed as a multipurpose weapons platform - it could bring heavy firepower to knife-fighting range, or hidden in unsuspected, difficult-to-reach locations. Due to the lack of protection for the pilot, it was mostly relegated to the latter role, and radar-equipped models excelled in anti-air defense.

Initially, it was only offered to militaries and permitted private owners. However, by the mid-40s, early versions of the AM-70 were considered primitive by militaries, and both new and used units found their way into the combat sports scene. E.M.S. offered a slave AI refit for AM-70's, but the modification was met with mixed reviews.

AM-70 units and spare parts continued to be produced into the second half of the 21st Century. Near the program's end-of-life, AM-70s were used as exploration and light utility machines. Most of these had their rocket engines removed to reduce costs.


Cockpit module. The instrument panel folds forwards when the pilot is entering or exiting.

ARMAMENT
Standard Close-Range (Prod. 2037)

[Primary Armament] 2x 40mm Gatling Gun
Common general-purpose large-caliber rotary autocannon, more damaging than its 30mm counterparts. Based on Lost Planet - VS Gatling Gun.

[Secondary Armament] 6x 125mm Anti-Tank Missile
Short-range anti-armor missile that can be launched with or without a lock. Based on Armored Core 3 - MWM-MM16/1.

Bonus for the players that made it! ~ making missiles with optional lock
1. Install missiles on detachers (important). Don't change any AG settings yet.
2. Lock onto a target and take note of the missile launch order.
3. Apply activationGroup on detachers: SelectedWeapon = NAME & ammo(NAME) = ORDER & FireWeapons where NAME is weapon name and ORDER is the amount of ammo left when this missile is next.

Why this code? Exactly the same launch timing as firingDelay, without having to copy timing values.

General Characteristics

  • Predecessor !lsm_final
  • Created On Windows
  • Wingspan 21.3ft (6.5m)
  • Length 14.0ft (4.3m)
  • Height 24.1ft (7.3m)
  • Empty Weight 3,414lbs (1,548kg)
  • Loaded Weight 17,594lbs (7,980kg)

Performance

  • Power/Weight Ratio 6.897
  • Wing Loading N/A
  • Wing Area 0.0ft2 (0.0m2)
  • Drag Points 7985

Parts

  • Number of Parts 479
  • Control Surfaces 0
  • Performance Cost 1,635
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  • Profile image

    @TheLurkingVexedVortex ok, thank you~

    3.4 years ago
  • Profile image
    1,971 SirRhyvs

    @hpgbproductions well I guess it's a bit slow, not too slow but it's slow (If that made any sense)

    3.4 years ago
  • Profile image

    @TheLurkingVexedVortex anything specific about the walking? I do know about the issue regarding changing direction (forward/backward).

    3.4 years ago
  • Profile image
    1,971 SirRhyvs

    @hpgbproductions maybe the walking?

    3.4 years ago
  • Profile image

    @TheLurkingVexedVortex @Sadboye12 Thanks! Is there anything that can be improved?

    3.4 years ago
  • Profile image

    @TheLurkingVexedVortex @Sadboye12 Thanks! Is there anything that can be improved?

    3.4 years ago
  • Profile image
    50.3k Sadboye12

    im late
    THIS IS EPIC

    3.4 years ago
  • Profile image
    1,971 SirRhyvs

    I love the miniguns!

    3.4 years ago