Space Engineers

Space Engineers

Tigershark Helicopter
Lynnuxx  [developer] 13 Feb, 2016 @ 2:30pm
Instructions
If this decription is too detailed then just read the actions in bold letters...

Take-off
The pitch of the blades shall be 0° which is normally the case if you've landed before.
Otherwise go to action bar 1 or 2 (Ctrl-1 or Ctrl-2) and press "3"

1) Select action bar 3 (Ctrl-3)
2) Switch the rotors on (key "1")
3) Close the cockpit (key "7")
4) The display should show the script being enabled. If you want to test if it'll work then disable and enable it (key 2). The screen should update the enabled/disabled status otherwise the script is not working.

You're ready to take-off.
5) Switch to action bar 1 (Crtl-1)
6) Switch off the connector if locked (key "4")
7) Release the landing gears if locked. Switch off autolock with key "6" and then unlock with key "7"
8) Toggle the pitch to 15° and enjoy the take-off

Landing

1) Select action bar 1 (Ctrl-1)
2) Enter "hover mode" (key "1") The script will stop the helicopter. You can brake faster by selecting 15° pitch during the breaking phase (key "3").
3) When high enough or slow enough, tilt the wings into landing position (key "2")
4) If not already done set the pitch to 0° (key "3")
5a) If you want to dock, switch on the connector (key "4")
5b) If you want to be locked in place after touchdown then switch the landing gears to autolock (key "6")
5) Switch to the downward view (key "8")

Now you can adjust your flight path with the helicopter standard controls:
"left cursor" to turn left
"right cursor" to turn right
"down cursor" to move forward
"up cursor" to move backward
"q" roll left => strafe to the left
"e" roll right => strafe to the right

Remark: You will notice that the helicopter will move slghtly forward when descending. This is because the Tigershark heli is a bit nose heavy. This effect will be stronger if you unbalance the mass distribution e.g. by loading the containers unevenly.
So take this movement into account or compensate by adjusting/correcting the flight path manually.

The possible descend rate is up to 10 m/s on touchdown (empty).

After touchdown:
6) Lock the connector (key "5". Yes, you've made a pinpoint landing and maybe just needed to turn a bit with the gyros ;-)
7) Select action bar 3 (Ctrl-3)
8) Switch the rotors off (key "1")
9) Open the cockpit (key "7")

Welcome home :-)

Flying
Assuming you just took off...

If you want to stay slow just use the standard controls to manoeuvre (goto 2).

If you want to fly faster you should gain some altitude first (e.g. 200..300 meters) and:
1) After take-off you'll have action bar 1 (Ctrl-1) activated. Press "2" to tilt the wings into flight mode.

2) Switch to action bar 2 (Ctrl-2)
3) Switch on the thrusters (key "8") if you want to fly faster
4) Enter the "FreeGlide mode" (key "1") This will keep the attitude of the heli levelled without the script trying to brake as in "hover mode".

Standard heli controls:
"left cursor" to turn left
"right cursor" to turn right
"down cursor" to move forward (pitch down)
"up cursor" to move backward (pitch up)
"q" roll left => strafe to the left
"e" roll right => strafe to the right

For faster flying (wings are in "flight mode"):
5) Set the pitch to 0°
6) Accelerate (key "w")
7) Enter roll mode (key "2) when fast enough so you can pitch up/down without having to fight against the script


You will see that the top speed at 15° pitch is around 25..50 m/s and at 0° pitch the top speed is around 75 m/s with some shaking.

Reaching top speed / "supercruise" (1.121 harder to enter in 1.122)
So with the wings in flight mode, the pitch set to 0° and help of the thrusters you reached 75 m/s but the rotation of the wings is preventing you from going faster. This said, it's simple:

1) Switch action bar 2 (Ctrl-2). normally you've already activated it before.
2) It's best to stay in "FreeGlide mode" (key "1") during acceleration
3) Switch off the rotors (key "9"). You can do this already at ca. 60 m/s

You'll reach 100 m/s after some shaking. The rotors will lock and then... peace: you're in "plane mode" now. Stable flight.

But there's more: I call it supercruise.
You're still pressing "w" and you're in "FreeGlide mode" and at 100 m/s.
4) Release "w".

The Tigershark will accelerate further (to 104.4 m/s) because in FreeGlide mode the Tigershark is descending slightly.

5) Now enter "Roll mode" (key "2"). Sometimes you can even pitch up a bit so you're climbing without losing speed. This is a convenient bug I call "supercruise". It doesn't occur as often/reliable anymore as in 1.121.

Now you'd think you just put the heli into "FreeGlide mode" to orbit the planet at 104.4 m/s for 20+ hours without using any thruster but convenient bugs are countered by other bugs.
The gameworld is clustered into cubes. At the border of these cubes when you leave one and enter the next, the speed in "supercruise" immediately is set to 0 m/s. At least this bug is still occuring sometimes in 1.122 :steamfacepalm:
So not to drop like a stone
6) switch the rotors back on (key "9") in supercruise.

Btw. when switching from one cube to another some effects occur like spazzing wheels, rotors and pistons. If a parameter concerning rotors and pistons is at the limit, the object may be damaged or destroyed. Top speed is often a good reason for this but I had the top rotor breaking off when at max. altitude trying to go as fast as possible (22 m/s pitching down with cursor down and thrusting forward).
In the source code of the game those "cubes" are named "world" but using this term would just increase confusion.
Last edited by Lynnuxx; 12 Oct, 2016 @ 12:55pm