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Lightningwolf710 — PSR: Stormrider Hangars Cross-sections

Published: 2023-07-25 20:21:49 +0000 UTC; Views: 2377; Favourites: 16; Downloads: 0
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Description I figured that it'd be fitting to feature cross-sections of the Stormriders' hangars/launch bays for PSR in case anyone was curious about how they looked. This LARGE pic took me almost a week to draw.



Stormriders 4 and 6 Launch Bays
  • Roundhouse Library - Located on the "eye" of Karat Island and where most literature, fictional and non-fictional, on Karat Island is stored. Comes with heat and sound-proof walls to protect the books and those inside for when Stormrider 4 is launching.
  • Roundhouse Track - When the library splits into four sections to allow Stormrider 4 to launch, the sections travel along this track to give the yellow rocket room for launching or returning.
  • SR4 Boarding Tunnel - Has a track system that allows for two seats to carry the pilot and an optional co-pilot to and from the lounge in Karat Villa to Stormrider 4. There's also a docking tube that can extend to connect to the yellow rocket for boarding, but otherwise retracts when Stormrider 4 is launching. 
  • SR4 Silo - With Stormrider 4 inside on standby for launch on a rotatable launch pad.
  • Thrust Duct - When Stormrider 4 launches, this duct carries the excess thrust out to the edge of the island where it is safely disposed.
  • Cargo Loading Bay - Where freight and Utility Pods are loaded into Stormrider 4's cargo bay. Usually loaded via ceiling-mounted magnetic crane. Also has enough room for when one of Stormrider 4's utility arms has to move aside to allow access to the cargo bay. 
  • Corridor - Leads from Stormrider 4's silo to the main hangar.
  • Side Corridor - Leads from main corridor to Stormrider 6's launch bay.
  • Comms Relay Tower - The primary relay for contacting Stormrider 7.
  • Relay Tower Platform - Raises from the ground via four hydraulic pistons for when Stormrider 6 is launching.
  • SR6 Launch Bay - With Stormrider 6 on a turntable, ready for launch.
  • Vehicle Entrance and Exit - How the orange digger enters and leaves to and from the main hangar.

  • Stormriders 2 and 3 Launch Bays
  • Command Center - Where Phoebe Karat's office is and where she or another member can observe the mission should they choose not to use the lounge. Comes with retractable blast shields for the large window.
  • Access Tunnel - How residents gain access between Karat Villa and the Command Center.
  • Stormrider 3 - On standby for launch, as well as to select a trailer and/or head to the main hangar.
  • SR3 Garage - Where Stormrider 3 is usually stored and comes with a turntable to make selecting trailers easier. 
  • Vehicle Tunnel - The tunnel that Stormrider 3 uses to access the main hangar.
  • Utility Trailer Room - Holds a trailer that has an onboard medical bay and scanning equipment.
  • Crane Trailer Room - Holds a trailer that comes with a large compactable crane.
  • Firefighting Trailer Room - Holds a trailer that comes with various fightfighting equipment.
  • Booster Trailer Room - Holds a trailer with thrusters that enable Stormrider 3 to have extra speed to reach a mission site be it in land or flight mode.
  • Entrance to Main Hangar - Where Stormrider 1 and the Modules are stored.
  • SR2 Storage Tank - Where Stormrider 2 is stored until it needs to be loaded into a Module. 
  • Stormrider 2 - On standby for launch or for being loaded into a Module in the main hangar.
  • Launch Tube - Located in the "mouth" of Karat Island and the way Stormrider 2 leaves and returns to the island when needing to do so on its own accord, has lights all over to provide illumination during launch or returns.
  • Outer Hatch - Opens only when Stormrider 2 is arriving or leaving.
  • Tooth Peak - The "tooth" of Karat Island, has a small tunnel in it for Stormrider 2 to go through so it doesn't crash into it during launch or returns.

  • Stormriders 5 and 7 Launch Bays
  • Karat Villa - Where the Paladins and Karat Island residents live, the lounge has quick-access tunnels to all the Stormrider hangars and launch bays so the pilots can deploy quickly. 
  • Space Elevator Hatch - Often kept sealed when the Space Elevator isn't arriving and comes with a retractable railing to prevent anyone from falling in when open.
  • Space Elevator Docking Bay - Comes with a mooring section and a retractable docking tube for the Space Elevator.
  • Stormrider 7 Space Elevator - Ready to leave for when Stormrider 7's operator comes aboard.
  • Secondary Pool - Not used as much as the main sword-shaped pool and serves as Stormrider 5's entrance/exit to the hangar.
  • Corridor - Leads to the main hangar and the docking point for Stormrider 7's Space Elevator.
  • SR5 Hangar - Where Stormrider 5 is usually stored. Comes with a hidden ceiling-mounted crane for lifting the purple jet of its turntable/launch pad so rescue equipment can be loaded into the cargo bay.
  • Stormrider 5 - Rests on a turntable, on standby for launch.
  • Thrust Duct - When Stormrider 5 launches or returns, thrust exhaust it sent down this duct to prevent the hangar from overheating and being covered in flames.

  • Stormrider 1/Main Hangar
  • SR1 Boarding Monorail - Used as part of Isaac's usual method of boarding Stormrider 1.Once on board, the monorail will roll over to the red craft so Isaac can access the top hatch.
  • SR2 Tank - Where Stormrider 2 is usually stored, can be loaded onto a Module via a crane.
  • Exit to Personel Tunnels - One of 2 in the hangar, used mostly by Jack when he comes to work on the vehicles in the main hangar, including Stormrider 1.
  • Module Hangar - Where Stormrider 1's Modules are stored.
  • Utility Pod Tunnel - Where the Utility Pods and attachments come through from the Assembly Bay, should one or more be lost during the mission. The Pods and parts are loaded from the tunnel via roof-mounted magnetic crane.
  • Tunnel to SR4 Silo - Should Stormriders 2, 3, or 6 need to be carried by Stormrider 4, they can be transported through this tunnel to the yellow rocket.
  • Hangar 04 - One of four side hangars, often kept empty for visiting craft though Jack's mobile engineering lab is sometimes kept in here.
  • Hangar 03 - Stores Phoebe's old White Howler 3 fighter.
  • Hangar 02 - Stores Windrider and Thunderrider when not in use.
  • Hangar 01 - Usually for storing Cassie's racing car and Jack's mobile engineering lab/towing vehicle.
  • Tunnel to SR6 Launch Bay - When needing to launch from Karat Island itself, Stormrider 6 can be transported through this tunnel to its own launch bay.
  • Tunnel to SR5 Hangar - Also leads to Stormrider 7's Space Elevator docking room.
  • Tunnel to SR3 Launch Bay - Leads to Stormrider 3's own launch bay for when it needs to launch on its own.
  • Track for Module Tram - This tram is used to transport the Modules into the main hangar for when Stormrider 1 is launching. Once a module is selected, the tram will send it forward until it's under the hollow center of Stormrider 1.
  • Stormrider 1 - On standby for launch with Stormriders 3 and 6 next to it.
  • Main Hangar Entrance and Exit - The way Stormrider 1 leaves the main hangar, along with any other vehicle that's stored there.

  • Please comment if you fav.! 

    Stormrider Paladins series © Me

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    4-Chap [2023-08-04 04:52:18 +0000 UTC]

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