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Savannah - Airship

[b] Ship Introduction/ Description [/b] Introducing the Savannah. An airship designed to bring a mass of firepower to the enemy. Featuring 8 Laser Guided missiles, 2 heavy autocannon turrets and a Bertha Cannon for ship to ship or ship to ground engagements, and 2 light autocannon turrets for air defense, the Savannah shows up armed and dangerous. Onboard the ship starting at the lowest level, you’ll find 4 drop pods designed to quickly bring you into battle, along with multiple weapon lockers and parachutes. This is also where you’ll find the 8 Laser Guided missiles in case you wanted to set the laser PRF. Moving up the stairs will bring you to the engineering deck. Located at the far end is the steam room, with batteries flanking each hallway leading up. In the center is a nuclear reactor, which produces steam for the steam room. In the center, you’ll find the Magazine, which houses additional ammo for the autocannons and the 42 Bertha shots and access to the deck if repairs are needed. Flanking the magazine on both sides are the 12 (6 on each side) Large piston engines producing 33RPS for 4 Generators in the back. Moving to the back to the stairs and up the elevator, you’ll find the electric engines responsible for the top thrusters, and moving further up you’ll find the bridge. The bridge contains all weapon system platforms and control stations for the ship. On the inside you’ll find controls for both heavy weapon systems, and on the outside systems for the light weapons. Both systems can have their pitch swapped for users who want inverted pitch, along with dampening with zoom, so farther away shots can be taken with more precision. Within the center of the weapon stations is hatch access to the computer room, which houses the computers in case repair is needed. Opposite of the hatch, and located in the front near the glass view is the pilot’s seat. By default, mode 1 is engaged which a computer controls speed and altitude. At max generator output and max battery charge, the ship is capable of 100kts in calm conditions. Heading hold is located near the center of the control panel, which allows for incremental adjustments of +/-1 heading. On the far right is the toggle switch for the Autochaff dispenser. It will wait 5 seconds after lock before starting to dump chaff. Once chaff dump starts, it will not stop until all 5 chaff per side are dispensed. Chaff is off by default. [b] Startup Procedure [/b] [b]Note:[/b] Taking off without [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3357835209]Echo's bigger workbenches[/url] requires you to pilot the ship out of the hangar. This can be a challenge on keyboard, but it is doable. [b] Exiting the Hangar [/b] Pressing 1 in the pilot seat disables auto control. Use this for exiting the hangar. Turn on the propulsion breaker, slightly give the craft a small amount of throttle and increase the forward airspeed control for the back fans. You'll need to apply positive pressure on the stick to prevent the craft from pitching up during forward movement. Once the craft is outside of the hangar, decrease speed back to 0, and set your collective down to 0 as well. By default, the reactor breaker is online. Wait until you start to see the generators spin alive, this is the initial generator burst. At this point, it's safe to takeoff. Set a starting altitude and set your forward airspeed to 10 kts (default of normal forward flight). You'll notice your generator power decrease as reactor temperature increases. [b]This is normal. The generators will spool alive to start and then dip down waiting on the reactor to cool. They will gradually become stable again. Wait for the reactors to become stable before moving faster than 10kts[/b] By default heading hold is off. Wait until you are airborne before engaging heading hold. Set heading hold once you've reached your desired heading and incrementally adjust as needed. Congratulations, the ship is in partial autonomous flight. Barring you don’t hit a mountain, the ship will continue to fly perfectly fine and in line. Use this to your advantage and man the weapons with your crew [b] Credits [/b] Thanks to the SW Discord for helping with design and weird programming questions Credit to PenguinO for [url=https://steamcommunity.com/workshop/filedetails/?id=1766909974]PenguinO's Cockpit Instruments[/url] for a majority of the instrument panel Credit to Mr. Leonard for his [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1812041566]Heading Hold Microcontroller[/url]. Saves me the trouble of dealing with the compass block (maybe some day I'll think about working with it again) Built on stream, why don't you stop by next time? [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwww.twitch.tv%2Fbittycode]https://www.twitch.tv/bittycode[/url]