It has a top speed of 131mph, making it faster than any airship currently available. It also turns very quickly due to its construction, so many systems had to be automated to allow all the crew to be strapped into seats and not have their necks broken from the extreme g-forces. Unfortunately, we had to sacrifice lift, shielding and weaponry for the extra speed, but it can still hold its own in combat.
Best used in packs of 4, using hit-and-run or kiting tactics.
PELICAN A heavy cargo airship designed for hauling large amounts of freight over long distances. It can travel at a stable 71mph, but has a very wide turning radius and mediocre vertical thrust, so keep that in mind when flying the ship.
Replace the small GEO blocks in the centre with any resource block needed. Remember to replace the GEO blocks once done, as they are important for keeping the airship stable.
EDIT: Fixed turning issue, all of the rear turning fans were pointing the same way.
PELICAN View attachment 24934
A heavy cargo airship designed for hauling large amounts of freight over long distances. It can travel at a stable 71mph, but has a very wide turning radius and mediocre vertical thrust, so keep that in mind when flying the ship.
Replace the small GEO blocks in the centre with any resource block needed. Remeber to replace the GEO blocks once done, as they are important for keeping the airship stable.
An announcement after the controls and hover update:
Due to the new dampening system that hovers have, all our airships will have reduced vertical movement speed. Most of them still have an acceptable speed, but some, notably the Pelican and Moonbeam, can only move at about 5ft/s. This will be fixed in further revisions of the airships and in new airships.
All airships which are property of the Duck Republic (and any airships which are designed by me) will use this control scheme: WARNING: THE FOLLOWING CONTROLS ARE OUTDATED, SEE THE NEXT MESSAGE BELOW
Please note that PageUp/PageDown has been rebound to LeftShift/LeftCtrl. All existing control schemes which contain Shift or Ctrl as part of their keybinds, e.g. the default Aeroplane control scheme, will be affected, so remember to edit them. From my experiments, Shift and Ctrl will still operate functions which can only have one key assigned as long as the required key is selected first, e.g. Shift will still operate propellers if it is selected first when binding the keys.
Eventually, I will update all snapshots to include the required control schemes when the tech is loaded, for now you would need to update them every time they are loaded.
The Fenrir and Kingfisher have both been updated. The Fenrir has had a block replacement, most exterior HE two blocks now use the 4 or 6 blocks instead. I also replaced the Megatons with Gigatons and rebalanced the ship.
The Kingfisher had some mobility upgrades, it can now strafe quickly and no longer needs the Oozees to go down. Please note that when in motion, it is faster and easier to tilt up and down to change altitude instead of using Shift or Ctrl.
It can also fly like a plane.