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ScreamingSkink
   
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Ship Mass: Medium
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23 Nov, 2024 @ 10:13am
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ScreamingSkink

Description
ScreamingSkink by DokkyWokky

A third-gen airplane/plone. Halfway between the heavy and medium weightclass brackets, the Skink is shockingly maneuverable for its size, boasting the interesting distinction of being one of my earliest drag-balanced designs. This means that the Skink maintains its pitch naturally, although it still has an attitude control system in the event that it become destabilized after combat. Formidable in a fight, its main pitfalls are its lack of magnetic repulsors and magnetic drives, as I hadn't unlocked those technologies when designing the Skink. Refitting them to this design is possible, but probably not recommended, given its extremely tight pressure limit. It's just *barely* able to refill wells midflight, although I recommend turning off the tilt module in transit to save a little extra pressure. It also has something between 11-13 crew-accessible autohammers (i'm dyscalculaic and keep ♥♥♥♥♥♥♥ miscounting), so I don't recommend leaving them on for too long.

1 - fires the main weapons, two FLAK pieces and two plances.
2 - turns on the attitude control system.
3 - turns on the tilt module and roll stabilizers.
4 - turns on the autohammers.

In addition to its four main weapons, the Skink has three APATs and two stabilized longneck ball turrets. It has 64 cargo capacity, two respawn chambers, an almost full cabinet room, and complementary dragoons stored in the well bays. It is incapable of landing on water, and I sincerely do not recommend you try.

To park, just turn on the tilt module and tell the Skink to pitch down while grounded. This scrapes the plane's flask exhausts against the ground and prevents it from sliding around.
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