1946 Land Kreuzer P.1000 "Ratte" - From The Depths

Mar
08

1946 Land Kreuzer P.1000 “Ratte”

1946 Land Kreuzer P.1000 “Ratte”

Carmenara

The Ratte is based on Germany’s design for an ultra heavy tank or landship that was armed with naval guns and would have dwarfed all known AFVs. 

Cancelled in 1943, who knows how the Ratte would have fared against the Allies in alternate reality! 

Design Notes:
2:1 scale, adapted from various illustrations and renders. Vehicle never built in real life, leaving exact specifications and armament to the imagination. 

Vehicle is fully amphibious with Naval AI and capable of shallow grade beach assaults. Animated wheels assist with underwater propulsion.

Armament (2:1 scale)
2x 500mm APS main guns
5x 256mm secondary guns
8x 37mm AA guns

Amenities:
Crew rest and dining area
Toilets
EU license plates
A Sheep!

LandK2 LandK3

– Spawn height: Surface / 0m. Vehicle is fully amphibious and can engage with Naval AI
– RP Cost 1436881
– The Vehicles name: 1946 Landkreuzer P.1000 “Ratte”
– Your name (If nessesary): Carmen
– Blueprint: Attached to post
– What direction to face the vehicle relative to the opponent (Head-On, Broadside, away, etc) Angled, 40 degrees to bring most heavy guns to bear.

Comments

comments

RSS FtD Forum

  • Concept: Carriers. October 19, 2018
    In the past, aircraft carriers have been extremely underrepresented in FTD compared to in real life, with most carriers being effectively battleships with drones rather than designated carriers. With the introduction of the stronger missiles in the current version, this could change as follows. The carrier itself has no or minimal guns but a large […]
  • drawn blueprints October 19, 2018
    post any if you have em i so far only have one  the 2-36-type A
  • New missiles: Your opinions? October 17, 2018
    Okay, let me get this straight. I do not enjoy the new missile systems, but I want a constructive discussion about how to make them better. Now that this is out of the way, let me start. Missiles are one of the weapons that has been in the game for a long time. As such, […]
  • Anyone tryed Vertical October 17, 2018
    I've been inspired by the coffin nail to build vertical. I will post pictures later. building vertical is been challenging, was wondering if anyone has any tips or suggestion or examples. I simply call my Vertical ship "The Coffin"
  • 17-10 turrets not working October 17, 2018
    i have no idea why or how, but when i place down a 2-axis turret or 1-axis turret and put just a simple autocannon on it, it doesn't turn. it does have a yellow color covering both the weapon and the turret block, but it just wont move. this is when i try to aim […]
  • August 15 update feedback October 16, 2018
    After the newest update to the game, which added a number of nice things, like different sized missiles (The glory....) I have noticed a few strange updates to the game that I felt confused about, mainly involving missiles. As I used missiles on practically all of my ships as secondary weapons (And thus the changes […]
  • [Request] LUA Harpoon Status October 16, 2018
    Hey Gents,  I need a way to determine if I have any harpoon cables attached to any enemies. As I understand it, this is not currently a feature. 
  • Gatling Gun Haven October 16, 2018
    hello world! So, I wanna play thsi game and enjoy an easy campaign. But still have a challenge. It's complicated. So far, I've played several campaigns. But never got any further than executing the DWG. I've done so in single-ship runs where I would send something deadly to the enemy base, wreck it, and go […]
  • Multiplayer COOP? October 16, 2018
    I want it. Gimme gimme. So, I've been playing this game for years now, and to this date, still have not done anything in multiplayer. Is it coop? Can we play some form of coop where we're still enemies, but ignore the game mechanics and declare victory once we're the last two standing (or with […]
  • Turret Constraints?? October 15, 2018
    How do you set up turret constraints since the latest update??? In the past I would press Q on the spinblock, set the marker size to 10, and back the camera out and adjust the settings........... but now the camera locks in on a close-up of the spinblock..... The GUI says "hold E to move […]