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PzKpfw VI 'Tiger I' Heavy Tank
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
1.993 MB
15 Jul, 2019 @ 3:05pm
1 Change Note ( view )

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PzKpfw VI 'Tiger I' Heavy Tank

In 2 collections by | n f a m o u s
World War II
13 items
Ground Forces
15 items
Description
PzKpfw VI 'Tiger I' Heavy Tank




Requires Supergridding. I do not condone or endorse the Nazi party. The presence of the Swastika and Luftwaffe Cross are not meant to offend, only to be a true-to-history replica.

ABOUT

The Tiger I is a German heavy tank of World War II that was employed from 1942 in Africa and Europe, usually in independent heavy tank battalions. Its final designation was Panzerkampfwagen VI Tiger Ausf. E often shortened to Tiger. The Tiger I gave the German Army its first armoured fighting vehicle that mounted the 8.8 cm KwK 36 gun (not to be confused with the 8.8 cm Flak 36). 1,347 were built between August 1942 and August 1944. After August 1944, production of the Tiger I was phased out in favour of the Tiger II. While the Tiger I has been called an outstanding design for its time, it was over-engineered, using expensive materials and labour-intensive production methods. The Tiger was prone to certain types of track failures and breakdowns, and was limited in range by its high fuel consumption. It was expensive to maintain, but generally mechanically reliable. It was difficult to transport, and vulnerable to immobilisation when mud, ice, and snow froze between its overlapping and interleaved Schachtellaufwerk-pattern road wheels, often jamming them solid. This was a problem on the Eastern Front in the muddy rasputitsa season and during periods of extreme cold. The tank was given its nickname "Tiger" by Ferdinand Porsche, and the Roman numeral was added after the later Tiger II entered production. The initial designation was Panzerkampfwagen VI Ausführung H (‘‘Panzer VI version H’’, abbreviated PzKpfw VI Ausf. H) where 'H' denoted Henschel as the designer/manufacturer. It was classified with ordnance inventory designation Sd.Kfz. 182. The tank was later re-designated as PzKpfw VI Ausf. E in March 1943, with ordnance inventory designation Sd.Kfz. 181. Today, only seven Tiger I tanks survive in museums and private collections worldwide. Tiger 131 at the UK's Tank Museum, which was captured during the North Africa Campaign, is currently the only one restored to running order.

Wikipedia, 2019.

SEATS TWO

ARMAMENT

- Devastating APHE AWG Main Cannon
- 2 Fixed Machine Gun Cannons

MODS

The construct does not require any mods for its actual build, as per usual. The only mods are the weapons used on the turret. Supergridding is necessary.

24 Comments
Ur-Shak 12 Nov, 2020 @ 12:25am 
thats probably it. Thanks man. now the party can begin.
| n f a m o u s  [author] 9 Nov, 2020 @ 11:50am 
Thank you so much! Do you have the parking break on? Try pressing P.
Ur-Shak 9 Nov, 2020 @ 11:15am 
Hello Creator! This is astonishing work. You really did it spot on with the Tiger.
I do have one question though, and it might be my own stupidity. i cant get the Tank to move. In neither seat can I get thrust on the wheels. I can steer, so the wheels move, just W and S dont work. What am I doing wrong?
V_Metalic 23 Dec, 2019 @ 5:12am 
Yes, that was the issue. Thanks a lot for solving this :) And also learning something abour MART script for other uses.
| n f a m o u s  [author] 21 Dec, 2019 @ 3:49pm 
Keep me updated :)
V_Metalic 21 Dec, 2019 @ 2:42am 
Right, that I didnt try :P I looked right into the script, but there sint any specific name of the weapon or any components that it uses, so it may be in its grouping.
| n f a m o u s  [author] 17 Dec, 2019 @ 6:11pm 
Hmmm, probably the MART script. You need to include the new gun in the MART block group, that's basically it, but you can always check the script's page if you run into further problems!
V_Metalic 16 Dec, 2019 @ 5:51am 
Its me again :D I am making some changes, repalced the 128mm gun with 88mm gun (more historically accurate), but problem is it doesnt work anymore. The MART script, the turret nor the gun dont turn by the movement of the mouse. But in the programmable block I dont know whats the issue, when the names of the weapons arent even in the Script. The moment I delete the 128mm gun it stops working. Dont you know what may be the cause?
| n f a m o u s  [author] 12 Dec, 2019 @ 6:53pm 
It's a technically vanilla glitch that allows you to combine small and large grid entities without complex or clangy rotors, Keen picked up on it though and now its an option, disabled by default. ):
V_Metalic 12 Dec, 2019 @ 1:02pm 
What is supergrinding?