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TrackPole (Walking Helicopter Pirate Ship)
   
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Ship Mass: Heavy
File Size
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6.667 KB
Mar 10, 2020 @ 1:06am
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TrackPole (Walking Helicopter Pirate Ship)

Description
READ THE ♥♥♥♥♥♥♥ WARNING:
DO NOT LET IT DROWN, 1ST THING YOU DO WHEN YOU SPAWN IT IS CHOOSE BOTTOM SPAWNER AND GRAB THE WHEEL NEXT TO IT TO AUTO LIFT (SPACEBAR+LEAVE WHEEL) UNTIL YOU GET GOOD ALTITUDE, THIS GUY DOES FLY, BUT IT'S MOST VIABLE ON LAND

At last and avast! The Black Pole's evil crawlling twin has finally revealed himself. Now with 100% more gravity.

TrackPole by Cpt. Filicon

weapon groups:
1- cannons
2- roll corrector
3- tilt module/leg's strafe mode
4- auto hammers

helicoptering maneuvers:

(With sails open and roll corrector(2) on)

[SPACEBAR]: lift+forward propulsion as it tilts.
[SPACEBAR]+FORWARD: increased tipping of the nose, sustained height and full speed
[SPACEBAR]+BACKWARDS: reduces forward thrust for increased altitude gain without engaging tilt module.

Realease [SPACEBAR] to let gravity do its thing, BUT FOR PETE'S SAKE, DON'T DROWN THE ♥♥♥♥♥♥♥♥ ENGINES.




How you should probably Handle it:


Roll corrector (2): turn off roll on ground so the ship will adjust itself to land's angle, turn it on when flying so you have a consistent flight. you might want to turn it on when aiming on irregular terrain too.


Tilt Module(3): use it to better angle the ship when landing/climbing or to further drop the nose to gain small boost of speed in exchange for altitude. raising the nose will do absolutelly nothing for you mid-air, you won't gain altitude, in fact, you will lose it, however, nose diving will barelly make you lose altitude and get you that sweet speed boost if you do it quick.


Legs (also WG 3):yeah, there's only 4 WG's, so the legs are on the same key as the tilt which seems to be the least agravating set up so far since the leg's strafe only affects "A" and "D" movement, while tilt is only in place with vertical movement ( LEFTSHIFT and SPACEBAR)
Legs can crouch, but will get in the way of the broadside in doing so



Sails: I like to have the single sails (front and back) in default forward position and angle the double sails (middle masts) all the way to oposite sides.
Reason why is that these 4 large and 2 small sails are pretty redundant even for a ship this size, unless they are all angled diferently, giving you a far wider radius of optimal wind position, thus countering most of that redundancy.




Above all, this dude is better at pretty much everything when its feet are on the ground, specially if your sails are open which they probably should be, unless you're parking it to get a contract, the legs will counter sail thrust, so you can sit still and even walk backwards with all sails open in perfect tailwind, something no airship or watercraft can do with the same ease if at all

Keep in mind that it's very risky to fly+fire+autohammer over water, so try to drag your fights to near land so you can keep your pressure in check, if you do need to fight mid air it might be best to not activate the hammers or using them sparingly.
2 Comments
Mister Captain Daddy Fili san  [author] Apr 29, 2020 @ 5:27pm 
yes, I'm a poet!
Tea_Aitch_Sea 『CS』 Mar 10, 2020 @ 7:05am 
Awesome description