Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Though when making anti grav techs you have two main options.
1) A hover tech/airship that uses anti grav to cruise above the planet, you basically build a normal hover tech and have some gyro stabilizers on it, slap anti grav onto it so it has full 0G (use two small or medium engines to get full 0G as the anti gravity stacks with nearby grav fields or use a single large engine.) Use a scheme that includes lift to go up and down, recommended E and Q keys.
2) An anti gravity tech that acts like it is in space, this is a very difficult tech to make due to dampeners not being a thing in this game (when having any key input, the dampener AI from the control block thing [forgot its name] becomes fully overwritten and does not do anything). Basically you build the same thing as stated in #1 but without using hovers (unless for "landing"), having full fighter controls, this is a super maneuverable option but good luck getting used to flying it.
I recommend doing option 1 if you want to do the mission legit. Its a super simple method that just uses anti grav for cruising above the planet's terrain. This enables you to go up and down at will.
To complete it I built flat (1 block tall) tech:
T - Small adjustment truster
A - Accumulator
B - Building block (cubic)
R - Repair bubble (CS-GO)
G - Passive gyro
X - Active gyro
C - cabin (better future eFlow cabin)
_ - empty space
__T__
_ABC_
TABCT
BBRBB
TXBGT
_TBT_
__T__
it is good idea to add wheels underneath. few CSGO Stabilizer wheel is enough.
Control scheme:
Pitch - no bind
Yaw - AD
Roll - left right arrow
Acceleration - WS
Strafe no bind
Lift - up down arrow
propellers - Left shift
Boosters - Left control
I used Yaw, Acceleration and Lift. It feels like Flappy bird sometimes.
What you need for 'a tech to act like it's in space' is
1. (directional) Thrusters so you have controlled thrust in all 6 directions
2. a lot of passive gyros
3. batteries to feed antigrav blocks, and optional (sky) anchor and power source
You might wonder why you need passive gyros, but it's because the nature of active gyroscopes and how antigrav blocks remove weights from blocks.
Blocks that do not weigh much don't give much resistance when a force is applied.
And active gyros literally push/pull your tech to keep it stable.
As a result, your tech starts to wobble. Which is hardly pleasant.
trust me on this one, I have 700+ hours on this excuse of a game and antigrav-hoverglitched techs are my fav to build