Stormworks: Build and Rescue

Stormworks: Build and Rescue

ADVENTURE - Flying brig [VTOL]
LunaryWW  [developer] 24 Jun, 2020 @ 1:58pm
Issues and advices
any ideas for improving and problems with the craft you could stay here
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Showing 1-8 of 8 comments
CTH2004 24 Jun, 2020 @ 3:07pm 
Okay, Altitude increase/decrease is very finniky. At least, for me, every time I use it, I go into a crazy spiral. I managed to keep just enough controll to hit the water in the correct direction. Now, my idea is this:

One of my favorite items on the workshop is This build right here. What it does for altitude is pretty ingenious. Once it slows down, it stores the corordinites, and does it's best to stay in that exact spot. However, if it deviates too much it will end up changing the coordinites. If you input something in the auto-piolot, it will head there, then store those coordinites. But, you can controll it. So, for this, it will do an auto-altitude hold at it's current spot, and do the same with it's x and y. That way it doesn't get knocked around during battle!

Also, maybe an altitude hold input (It will auto-edit the autopiolots "Z" value)
CTH2004 24 Jun, 2020 @ 3:21pm 
Suggestion: Reusable Cannons

This one has two varients. The easy (ish) and hard but neater
  • Easy(Ish)
    Basicly, do what you have now, but with flares (It would work with rockets too). But, every time you fire a cannon, the flare block get's moved, and a new one takes it's place. Maybe have 5 there? Combined with another idea, that could be 10-15 shots.
  • Harder but Cooler
    So, this is great, especialy with vehicle damage. You have a container, be it a large hold inside, or "x" per cannon, but when you fire, a small "block" of blocks get's launched out with rockets, and will (hopefully) hit your enemys! If you really want to get crazy, add in a tail and control surfaces, so, while not a powerful missile, it won't fall down as long as the rocket is going, and if you put a battery in, it could even be a missile! There are three ways to go about reloading the cannon (In order of most advanced to simplest)
    • Option 1: Have a large area in the hull filled with these, and system of lua controled arms pick them up and reload them. The firering is probaly done via radio. If so, this works with the missile. The arm will also activate the battery (It can be deactivated by deactivating cannons, reactivating cannons does the same)
    • Option 2: There are multiple cannonballs in a row, each firing tells the logic system to move it's line back one (Basicly it's in a line of ABCD, the first press fires A, next one B, and so on). Or, multiple bellow, and they get pushed up. Completly rocket based
    • Manual: There are a few cannonballs that the player loads themselvs, since a rocket engine plus a block could be carried via the handle. On each of thes cannon balls, a button on them fires it. Completly manual. It might be a good idea to have a few of these anyways, as "emergency protection". Maybe that one the cannon get's loaded from the top, and a manual hatch. However, the cannon in that case can't point out.
Last edited by CTH2004; 24 Jun, 2020 @ 3:21pm
LunaryWW  [developer] 25 Jun, 2020 @ 4:01am 
I completely agree that the devices are little of use, and that fixing the height is completely useful. But I just have not figured out the vtol system yet. this brig is my first air craft. One day I want to build my own processor which will take into account both the height and the roll of the case, in four directions. And the current processor that I borrowed from randomusermayo craft is only tries to stay in one place, it was created with the expectation that it is in the center of mass which caused some problems. I will try to implement height fixation when i will have a free time
LunaryWW  [developer] 25 Jun, 2020 @ 4:09am 
what about the guns, the idea is neither for you nor me - any time you can attach a separate martyr with the operator’s place, which will shoot fragments, tilt along the axes, because these guns are mostly decorative
CTH2004 25 Jun, 2020 @ 12:08pm 
Originally posted by LunaryWW:
I completely agree that the devices are little of use, and that fixing the height is completely useful. But I just have not figured out the vtol system yet. this brig is my first air craft. One day I want to build my own processor which will take into account both the height and the roll of the case, in four directions. And the current processor that I borrowed from randomusermayo craft is only tries to stay in one place, it was created with the expectation that it is in the center of mass which caused some problems. I will try to implement height fixation when i will have a free time
Great!



Originally posted by LunaryWW:
what about the guns, the idea is neither for you nor me - any time you can attach a separate martyr with the operator’s place, which will shoot fragments, tilt along the axes, because these guns are mostly decorative
So, they are for show only. Well, maybe on your next build! Also, what do you mean by martyr? And, what do you mean by "not for you or me"?

Also, the linked ship I mentioned does something different for the VTOL engines. It is a gimbal system, causing it to be able to provide thrust in any direction. So, for your next airship... gimbal based ones outside for 360, ones inside for just 180... (Can't provide down, only some diagonals)...
Last edited by CTH2004; 25 Jun, 2020 @ 12:09pm
LunaryWW  [developer] 25 Jun, 2020 @ 1:21pm 
- alt holder subsystem added. upd 1.3

also i saw a craft that you send to me, it build very grate, guess i will use this system for my next airship
Last edited by LunaryWW; 25 Jun, 2020 @ 1:25pm
CTH2004 25 Jun, 2020 @ 3:28pm 
Originally posted by LunaryWW:
- alt holder subsystem added. upd 1.3

also i saw a craft that you send to me, it build very grate, guess i will use this system for my next airship
It's just for ideas (Remember to not just copy-paste large sections)
LunaryWW  [developer] 25 Jun, 2020 @ 3:59pm 
Hah, not to copy, to bulid something like this , i want to win the vtol by myself :)
Last edited by LunaryWW; 25 Jun, 2020 @ 4:03pm
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