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this should help give you a good visual to start with.
The three things I have found the most important while playing this game making heli techs are, imo, 1) Balance 2) Control 3) Lifting Power
Devs said they are going to implement proper flight controls (strafeing and rotating for both helis and hovers, hover mode for helis, and I think station keeping mode for hovers so they don't constantly drift/wander around) sometime down he line.
Check the official webpage as there is a tech section for people to upload their techs for others to use/get ideas from. Also others thoughts/ideas for building/designing techs floating around in some of the other topics.
1) Balance
A gyro to stabilize and help prevent rollovers/crashing. Multiple gyros depending on the size and your preference on how much play in flying (having a type of cruise control with pitching forwards/backwards and stable level flight at high speed) you want.
The placement of the blades or fans will also help with balance and depending on design keep the main lifters at or near Center of Mass (CoM). (I think the blue build beam indicates CoM at least in my experience it seems to.)
2) Control
Steering horns or 5-way thrusters as far as design allows from Center of Mass (CoM) to make turning easier if not using the hover trick described in next paragraph. You should only put steering thrusters on the front (left is left / right is right) or back (left is right / right is left) as standard flight controls are strafing only. Could put a couple on the opposite end to help with drifting when turning.
The hover glitch/trick/option (GSO single hoverpad pointing at the tire on a wheel. I recommend the hub wheel as it allows you to intergrate it in your build better but any wheel will work anywhere on the tech as the GSO pad is not strong enough to affect the tech like the Venture one does) for ground control while in air. You will lose strafing ability with this way but allows you to rotate easier.
I like to make a contorl 'pumpkin/hub/ball' for pitch (forwards and backwards) and yaw (left and right and to help counter drifting some) a block or more above the main rotor/lifter depending on size if I don't use the hover trick. 1 or 2 HE 6-way jack bracket and covered with Ven 5-way steering thrusters is the basic one I use, Have been using steering horns for some for enhanced control.
3) Lifting Power
For me personally I prefer to make the Thrust to Weight Ratio (TWR) to be as near as even to make my Heli Techs hover with little to no pulsing of the shift, so when I'm fighting with them (both with hostiles and flying the tech itself) one less thing to worry about is a good thing in my mind. The downside to this is a very slow ascent speed/rate and recovery time when I release the shift.
Depending on if you want to take off like a rocket or, like me, perfer a almost hover mode with very slow lifting and less pulsing the shift, or somewhere in the middle is all up to you. I would suggest trying out different styles to find one you like.
Remember to take into account any payloads you plan on using (weapons or transport of other techs) when building and determining the lifting power and balance.
If you have the R&D pack/DLC it makes working out designs a lot easier as you have access to all parts, don't lose said parts in accidents like crashing, and can reset the world whenever you want (like to clean up piles of parts from other tests).
Hope this helped you some.
Good Luck in your endevors and Happy Teching.
***Edit***
P.S.
I noticed I forgot to mention about placing the rotors while using the hover trick and that the hover trick allows ground vehicle controls while flying. My bad and sorry for that.
You can also sign up on the official forum site and post the snapshot of it for others to check out/use if you are having problems making a video.
https://www.youtube.com/playlist?list=PLzo7l8HTJNK-PP70gT9lLmHokkRrQqer2