TAC Hover Classes

Legionite

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#1
TAC has been researching multi-Tech/bug/hoverbug stuff since its founding, so it knows a great deal on this messy stuff:

Hover Assisted Flight is flight that is suspended by hover plates. Basically the method of building a Tech realistically.
A good example of the normal kind that the Heavy Cruiser Prinz Eugen and the Bismarck-class fall within is the normal kind without AGALS tech, like the Omega Interceptor below that was sent to [REDACTED] to aid in territory defense against [REDACTED].
Catch- Drifts around uncontrollably if left unattended or unanchored by even the slightest of hills.
OmegaInterceptor MK1.png

The AGALS tech-powered Hover Assisted Flight (was founded in TAC airship R&D) involves Multi-Tech construction utilizing hovers and GSO Techa tracks to support an ungodly payload that is unrestricted by mass. A good example of this in action is the TAC Hydra below, which is supported in the sky by just 8 Venture hoverplates! The bonus about the AGALS is that the Tech doesn't drift that much and is much more controllable at the cost of some steering reliability. Currently the LK Light Seeder (the big more-than-4 Tech) falls within this category.
Catch- The AGALS components can be independently targeted and destroyed by manual Tech aim (middle mouse button).
TAC Hydra_1513143703.png (png might be broken)

Hoverbug Assisted Flight (The Duck Republic has a ton of these) is a bit different, like the now unfortunately defunct TAC Alerus below(too light - may add more guns) which can float at any altitude. They cannot maintain position like the AGALS Hovers, but they can mobilize effectively over large mountains and have very high tactical combat abilities.
Catch- If they take too much damage in the wrong spots, they will uncontrollably ascend or descend and be lost to the attackers or sky.
TAC Alerus Fighter 4.png

None of the above can safely sustain a height above cruise missile range without slowly descending or getting lost in oblivion.
And then there is the advertised next generation of airships waiting to be launched :cool::
HaVCS Assisted Flight (The holy grail of all future airships) offers unparalleled airborne control by combining AGALS mass-support technology with the Tread Tech to achieve elevation control and stability like never before (excluding the ancient airborne anchor bugs)! It can be hidden inside the Tech for maximum safety and will be able to tolerate any sudden mass changes due to exterior damages, fixing the problems of the AGALS assisted Hovers (Targetable and destroyable) and the Hoverbug (unreliable under heavy fire).
Forwards, backwards, left, right, up and down friction, this technology will be applied to allow the creation of the TAC Stratocarrier, an all-altitude carrier that can launch planes from outside of ground Tech cruise missile ranges and still be left unattended, which is planned to begin construction and R&D over the period of 4 months or less. (To be displayed here sometime in the future)
Catch- Tech count is insane (already like 3 separate Techs in the basic build). Prepare for some serious lag.

Any additions, ideas or changes can be posted below.
 

Legionite

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#3
Videos might not be possible since my recording software is not working - would greatly appreciate if someone else with the experience can contribute
Hover Assisted Flight
Just place some hover plates on the underside of the Tech till that Tech floats.

The AGALS tech-powered Hover Assisted Flight

Early version showing concept in good quality, but not a high mass-tolerance design:
Hoverbase.png
Treads on top, separate flat layer for the treads to contact, and hovers on the bottom.

The example below has a strong one that is more universally applicable to large builds, as well as being ironically small.

[Link to Example]

Hoverbug Assisted Flight

Beginners: Always keep the design well-centered and symmetrical in block placement as much as possible for best outcome. When you get the hang of it, you can try asymmetrical, but NEVER on the first try unless you want to have a bad time experimenting.

1. Use the hover bug to add floatation: Go back to this step and add more hover bugs if the Tech begins to drop too fast
Place hover, then hub wheel pointing towards the hoverpad side for basic reliable thrust (larger wheels may be required for the Flying Fortress hovers to work properly):
Hover Engines.png
(
Aim hovers(pulsating side back in the picture) at intended movement direction. In this picture, forwards thrust is produced)
It has to have the pulsating side pointing at the ground to produce thrust needed to "float".
Or do this several times to make more powerful"blimp blocks":(finding PNG...)
Add copious amounts of gyros till its stable

2. Then add mass or remove mass to the Tech to achieve the intended float amount to make it float in the air (minimal change in speed)

Add copious amounts of gyros till its stable

3. Add upwards facing props and sideways facing props all while keeping the design well-centered and symmetrical in mass as much as possible for best outcome.

Add copious amounts of gyros TILL ITS STABLE

4. Does it sink too fast? ^^Use the hover bug to add floatation above again at #1.^^

If done well, it should slowly sink back to the ground when left alone:
Shift to go up, and normal land tech controls for traversal.

HaVCS Assisted Flight

patent pending (no not really)
way to build -WIP-

Hold Shift to ascend, Hold Space to descend, drive like normal land Tech while keeping watch on the altitude as that may shift while moving from point A to point B.
The mounted AI multi-Tech turrets (or broadsides/not player controlled parts with AIs on them) on your build should be able to do all the fighting for you.

It should stay still if left alone, if not, add more GEO tracks onto the stabilizer bar.