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I don't think low-fly is actually in the game, but is an unimplemented idea. Not sure what exactly it would have been though.
Also technically you could have it *increase* flying height to allow for even better maneuverability and clearance. Which was a fun idea, but it caused a lot of weird edge-cases that would've been really difficult to solve so we just binned it entirely. But yeah, it's all there still so you guys who like to poke around, feel free to experiment with it.
If you are driving the Swordfish, O-lock is a liability. But if you are driving the Buckler which has a cone of wiggle room for it's guns, it lets me strafe and shoot a wider area without turning my broadsides towards a group of enemies.
Then you have the Roper. Which has a fast 360 independent swivel for it's dual heavy mounts, but steers like a drunen brick that thinks a U turn should look more like a C. So O-lock has saved me from having it pull a wide swerve into a gas station in the process of aiming behind me.
Wait so if I'm reading that right, it's possible to use the debug console to enable lowfly for agravs? Or is it "implemented" in that the proc exists in the code, but it's not referenced anywhere?
I feel it shines more on "Randomize" with high difficulty pilots where you’re potentially trying to make an oddball, or less-than-ideal weapon kit work against high numbers in a paper thin agrav.
I mean, there's rarely ever the issue of having "too many options" so even if it only comes into play 1 outta 100 encounters- the one you happen remember it's avail you'll likely be happy it was.
Yes. Agravs all have an additional file that determines their hovering characteristics, and a toggle to determine whether they're O-Lock or Low-Fly. If the latter, there's a secondary set of hover statistics you can specify along with modifiers to movement and acceleration. Technically you can actually make it 'High-Fly' instead.