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2nd if i disable the ship for maybe 10 minutes and re-enable it it begins to rotate sharp forward and destroyes itself
3rd when i fly it begins to move downward with the nose so i can't really fly without that cousing crashes
i also added another layer of light armor to the top of the wings (i found this mostly solve hits from concentrated gatling gun fire. at least for a ok amount of time.
i also moved the wing engine pods up 1 block so its firmly on the double layered wings and moved it back so its cerntered for stability, balance, and so it wont impair the pilots view of the side.
i can send you the copy ive been working on. no big changes aside from the wings. athough i dont really know how to send blueprints. perhaps message me when your online and ill paste it for you to check it.
@ Nil Chaos Placing a turret under the wings will interfere with the door mechanic due to the turret's overly large hitbox. In order to do this properly the wings have to be redesigned. Since I like the current design largely as it is, it probably won't get changes beyond minor tweaks.
However, when I upload the demo map with the different attachments, I might also add a better armoured and armed alternative version of the Tempest. This is also where reloadable rocket launchers might go since the current design doesn't really have the space for the necessary conveyors.
also its cool as heck seeing the guns fire! makes it feel like a gunship.
wont have any problem with infantry and thin light armor. as well as most guided torpedos given enough range with lock on. blind spots are minimal meaning the turrets can be used as cameras by the copilot or perhaps people riding inside the ship)
so heavy armor on the wings, and perhaps on key areas along the top hull. totally on the area connecting the tail to the main hull (with my tests ive found that to come off waaay to easily....resulting in explosions depending on whats its carrying. gotta love rotrors T__T )
on my copy ive also added a merge block right next to the top connector allowing that to be used as a hardpoint for some of my reloadable rocket launher designs.
i would say that the controls of the pilot and co pilot should be differnt.
the pilot seat (front one imo) should have the most important immidiate controls. at their disposal. and simplified ones at that. while the co pilot should have the more complex ones which can be used at their own pace.
although the best thing would simply be to keep everything neet in terms of its naming so that anyone that uses the ship can set their own controls to their liking.
i will try and go through everything on the ship again and see if i can find a good control figuration thats simplified for the main cockpit and easy to know what does what on the co pilot cockpit.
at least for default settings
that way a good amount of the craft is covered in gatling gun fire. *might have to buffer the wings to make them slightly thicker so the top gatling guns can fire over the thruster pods.*
also the back merge block i think should be moved back a little to stop clipping of most designs in addition to a connector right beside it if you can squeeze the conveyors in their (will be hard)
in addition although the normal rocket launcher is more compact i think you should replace 2 of the rocket pods with 2 conveyored reloadable rocket launchers. so that you dont have a issue where your out of ammo and cant reload.
As for the controls, could you maybe specify where you see potential for improvement?
For me it was kind of hard to figure out which functions others might find useful.
The glide mode will probably make it into the next iteration of the craft.
The ai turrets are kind of where the compactness of the build bit me back, because I didn't really find the space to fit them in. After some time I just gave up and instead focused on making the ship nimble enough to use the static missile launchers in most situations.
However, keep in mind that this is a modular build. Instead of the rover the Tempest can also carry other modules to fill specific roles. One of those modules adds autocannons for situations where point defence is needed.
During the next weeks I will probably upload a map with different builds for the ship.
beautiful.
the controls can be simplified to what the pilot really needs. right now its a bit complicated but thats alright. also a gliding control would be nice to save power
(turn on/off backward thrusters to maintain speed without using forward thrusters so long ship is downward or level)
for use in private servers as a transport ship and other wise this is perfect.
however only thing i would probably change/add is ai turrets.
its a sitting duck to most weapon systems. convyored gatling turrets to take care of enemy infantry and light resistance would be nice. in addition to missile turrets to take out enemy guided torpedos ( like the ones the glaive has).