MS-06c Zaku II (Type C: Early Production Type)

    MS-06c Zaku II (Type C: Early Production Type) 1.1a

    made exported blueprint name more easy to identify
    Another upload, there were some issues with the exported blueprint, this should correct them.
    I've got another major update for the zaku shell citing several issues with the prior version. I've tested the blueprint a few times, it it seems to be spawning without issue now. Keep in mind that is has NO POWER and will need to be docked have ~200 old power reactors added before it will begin to behave as expected. The Zaku Typc C Blueprint is intended to be used to for customizing the systems in a zaku. The Type A varant will be powered, and should follow very shortly.

    First, lets look at the pretty stuff. This version includes basic weapons. The turret has a Cannon/Cannon/Overdrive and a Missile/Beam/Explosive weapon. There are only a few of each module, as it is meant as suggestions and a general illustration of where the weapon systems go, and not an actual weapon. All you would need to do would be to add more cannon/missile/beam modules to make it usable though.



    More exciting than the gun, the axe now has a basic pulse system. Again, it is only a few modules, but the position has been worked out so that both entities of the arm have their own separate pulse that is targeted right on the edge of the axe. Each is activated by an area trigger resides in the spot where the pulse is delivered. When the arm straightens out during the attack animation, the area triggers are side by side along the edge of the axe. It just needs additional pulse modules to be a complete and usable weapon.



    I also made the cockpit prettier. Gundam fans might appreciate the Gundam lore-friendly descriptions of the ships statistics. There's also a med kit and a storage locker in the cockpit now.



    I've pretty much entirely redone the logic. The Main Logic Board now resides behind the left door. It's enclosed in a box that should make it resistant to damage.



    I've also gone through great pain to label everything. There are tons of display modules, and every wireless module is color codes. If you should find a wireless module isn't working, you need only find the one with the matching colored light to reconnect it.



    The attack animation has been cleaned up and moved to the main body, below the main motion board.



    The shoulder and thighs have had their interior logic reorganized and reinforced. All rotating joints have also been linked to a central reset button that turns them back into rails. This fixes some bugs that can arise in blueprints made from it.



    That's it for now. Please report any bugs to me so that I can fix them. Thank you again for your interest in the big zaku project.
    This is a shell. It has no reactor, shields, or weapons. You can look at the model here.

    MS-06 Zaku II by ProfDriftwood - 3D model

    There are many features to the basic shell, and many logic systems have been integrated. It has two simple animations. There is a button that you can press to switch between standing and flying stances, however it is not necessary to use it. The Zaku will automatically assume a flying stance upon undocking, and stand again whendocked. The Axe swing is animation only, but is intended for use with pulse weaponry.


    The head is a long range enemy detector. It is designed to point out enemies by looking at them.The eye will scan left and right, and the head will indicate if it's above or below you with a slight neck motion. It is not fieldtested with actual enemies, so your milage may vary. It will shoot a big pink homing missile which you can follow visually to find enemies. The gun arm is also a turret, which seems to work okay, though it is intended to use with upcoming Manual turret control.

    Also cockpit is glorious. It displays some useful info on the front consoles. The lights in the eye and scope aretied to the door, activating when the screens come on.


    The logic isn't as neat and tidy as it could be, but I put in a lot of display modules to try to notate what various parts do. All the motion buttons are noted so you can correct the positions if it gets out of sync, or if you want to create your own animations.

    Here's a few pictures of the control panels, for reference.




    It is advisable to go to all the screens and Press R then select Okay to save the screen after you have spawnedthe zaku, or else they may vanish upon relogging. Here are all the complicated display modules in a spoiler tag, in case they fall off.

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    Activate Zaku



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    A combat ready version is coming up next. Keep an eye out for it! Thank you!

    BTW, if you're downloading a zaku, you might also want an appropriate Zeon Pilot suit to go with it. I have 3

    available to choose from, here.

    Neo-Zeon Pilot Suit
    Char Aznable Pilot Suit
    Black Tri-Star Pilot Suit