Author Topic: Pilot tool: Yoke  (Read 18127 times)

Offline Richard LeMoon

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Pilot tool: Yoke
« on: May 25, 2014, 01:20:16 pm »
Changes the behavior of helm controls to Pitch and Roll while active.

Throttle is changed to Pitch, allowing you to tilt your ship forward and back 3 degrees per throttle position, allowing up to 12 degrees pitch change in either direction.

Wheel is changed to Roll, allowing incremental sideways rolls up to 12 degrees.

Another effect is turning the tool off while pitched forward will cause your ship to dive until ship corrects its orientation (maybe 0.25 seconds per throttle position). Combined with balloon tools, this can either keep your current altitude (W), or increase the dive (S). The opposite would be true for reverse pitch. Using kero or moonshine would drastically increase the dive, while chute vent would turn it into suicide.

Ships that would benefit from Roll, greatest to least:

Galleon
Junker
Pyramidian

Little benefit:
Goldfish
Squid
Mobula
Spire


Ships that would benefit from Pitch, greatest to least:

Mobula
Spire
Pyramidan
Goldfish

Little benefit:
Squid
Junker
Galleon


Ships that would benefit from Dive (factoring in acceleration of both engines and balloon), greatest to least:

Squid (I can hear the drool of Squid pilots already).
Mobula
Goldfish
Pyramidian

Little Benefit:
Junker
Spire
Galleon

All around, I think this tool would benefit all ships, in either increasing gun arcs, or added maneuverability.

Offline Goldenglade

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Re: Pilot tool: Yoke
« Reply #1 on: May 25, 2014, 01:29:22 pm »
as someone who use to work with aircraft... I say yes :3

Offline SirNotlag

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Re: Pilot tool: Yoke
« Reply #2 on: May 25, 2014, 02:13:45 pm »
nooooo... id get sea sick.... airsick..... whatever!

Offline Crafeksterty

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Re: Pilot tool: Yoke
« Reply #3 on: May 25, 2014, 02:19:51 pm »
Wait, i dont know these words. What does Rolling do to the ships, and what does Pitching do to a ship?

Offline Richard LeMoon

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Re: Pilot tool: Yoke
« Reply #4 on: May 25, 2014, 02:20:51 pm »
I should have said Wheel (Yaw) is changed to Roll.


Offline Crafeksterty

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Re: Pilot tool: Yoke
« Reply #5 on: May 25, 2014, 02:36:37 pm »
YES!!! YESSS!!! I WOULD LOVE THIS!!! Ide use it excessively on my spire. And i mean EXCESSIVELY. Just make everyone barf.


I imagine being able to Matrix Dodge a pyramidion with Pitching Back If his ramming high, while Torroing a pyramidion by Rolling left or right if hes ramming low. Or just. Rolling verus snipers. Ships would also manage to aim up at ships, or Low.

12 degrees isnt much but it helps alot for weapons to get that extra arc in. Ships would be able to fight back versus a carronade.
Im just afraid that weapons like Gattling and Mortar can then Fire STRAIGHT down. Maybe its cool.
And for artemis being able to fire higher up. Or Lumberjacks being able to fire Backwards (Imagine seeing a backwards fire galleon hittin the other side of dunes.)

But there are lots of guns that get their arcs fixed like the mercury... huh... Cant think of any other gun with significant change.

Offline Goldenglade

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Re: Pilot tool: Yoke
« Reply #6 on: May 25, 2014, 02:51:22 pm »
2 days into test i see someone flying a spire upside down.... of course player speed would totally be an issue at that point because running up an angle would totally slow you down.

Offline Richard LeMoon

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Re: Pilot tool: Yoke
« Reply #7 on: May 25, 2014, 03:06:41 pm »
8 degrees each direction may be a better starting point.

Offline Milevan Faent

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Re: Pilot tool: Yoke
« Reply #8 on: May 25, 2014, 03:14:46 pm »
2 days into test i see someone flying a spire upside down.... of course player speed would totally be an issue at that point because running up an angle would totally slow you down.

Do we really need to involve little things like gravity and physics?

Also, I totally want this.

Offline Gryphos

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Re: Pilot tool: Yoke
« Reply #9 on: May 25, 2014, 03:17:59 pm »
I actually think this could be really cool, allowing you to aim at higher and lower targets. However, it would have to be limited to a reasonable degree to avoid upside down ships.

Offline Richard LeMoon

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Re: Pilot tool: Yoke
« Reply #10 on: May 25, 2014, 03:29:40 pm »
The max Roll or Pitch would be 8 to 12 degrees. 2 or 3 degrees of pitch per each throttle setting (there are 4 speeds in each direction), and 8 to 12 degrees Roll in either direction with full wheel turn.

Offline macmacnick

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Re: Pilot tool: Yoke
« Reply #11 on: May 26, 2014, 01:43:46 am »
90 degree spire using bugged chute vent: world seems sideways... Result: Shish-Kebob. "Anyone up for some Calamari and Fish on a stick?"
Spire ram would be hilarious, especially with buffed balloon.

Offline Milevan Faent

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Re: Pilot tool: Yoke
« Reply #12 on: May 26, 2014, 02:00:14 am »
90 degree spire using bugged chute vent: world seems sideways... Result: Shish-Kebob. "Anyone up for some Calamari and Fish on a stick?"
Spire ram would be hilarious, especially with buffed balloon.

You need to read the post right above yours. The degrees that you can adjust the ship by are small.

Offline Tanya Phenole

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Re: Pilot tool: Yoke
« Reply #13 on: May 26, 2014, 02:09:32 am »
And how you are going to explain this from the vision of airship's physics?

these are battle airships, flexible fixation to baloon simply makes crw blown out with every wind
 


Offline Crafeksterty

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Re: Pilot tool: Yoke
« Reply #14 on: May 26, 2014, 02:41:35 am »
90 degree spire using bugged chute vent: world seems sideways... Result: Shish-Kebob. "Anyone up for some Calamari and Fish on a stick?"
Spire ram would be hilarious, especially with buffed balloon.

You need to read the post right above yours. The degrees that you can adjust the ship by are small.

Still would be pretty hilarious.

I really support this yoke tool, the question is if the game allows this. And how easy does this allow it.
It wont affect anything inside the ship ofcourse, but do we know for sure?

It would still be funny from a spectator view seeing a spire Divekicking. With 8-12 degrees, i hope the distance is noticable :P