TerraTech

TerraTech

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Anti-gravity tech (how to build them?)
I've maxed out all the licenses in all the corporations except for BF. I'm stuck on an Anti-gravity time trial that cannot be canceled. It's a series of hoops that go higher and higher. I didn't take a snapshot of the anti-gravity tech that they gave for the one mission, but I have the hovering tech that they use all the time. I can build a tech that hovers, but not one that will continue to rise upward. I tried different combos of the anti-gravity engines but can never seem to get that far off the ground. So what is the secret to making anti-gravity techs that go higher in elevation?
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Figured it out. The anti-gravity blocks still need an engine like the linear engine and thrusters to move. Still not sure of the control scheme but used the Hovercraft one reasonably well.
Vertu 2020年6月26日 15時36分 
You could just fly. That's what I did.

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.
最近の変更はVertuが行いました; 2020年6月29日 15時43分
Antigrav is more of an assist than a primary. I use them in hovers to lighten the load, especially for some of my armored hovers. Those mega batteries are quite heavy as well and a small pip ag does wonders for thier mass. Use them with care, tho, as my first forray ended up with a crashed game due to reaching the stratosphere :-D
Xudo 2022年1月1日 12時22分 
Just in case anyone else stuck on this mission.
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.
sophAur 2022年1月2日 5時59分 
significantly reducing the blocks' weight value. That's what antigrav blocks do.

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
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投稿日: 2020年6月25日 14時40分
投稿数: 5