A magical craft capable of accelerating far above lightspeed using throttle, however, you can use Translation mode for exploring planets at much lower speeds, allowing you to explore the furthest depths of anywhere. Plus it looks really cool ++
GENERAL INFO
- Successors 1 craft(s) +14 bonus
- Created On: Android
- Game Version: 1.3.114.0
- Price: $2,304k
- Number of Parts: 234
- Dimensions: 4 m x 9 m x 12 m
PERFORMANCE
- Total Delta V: 0m/s
- Total Thrust: 0N
- Engines: 4
- Wet Mass: 21,788kg
- Dry Mass: 21,547kg
STAGES
Stage | Engines | Delta V | Thrust | Burn | Mass |
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13 Comments
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2,426 RadTmoney
@LeMagicBaguette🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯
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990 ImperiolTech
@LeMagicBaguette 🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯
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5,779 LeMagicBaguette
@ImperiolTech the main component that drives the function of the craft uses what I call the Magic Box. There are six monopropellant thrusters, two per axis facing in opposite directions to provide full freedom and control of motion. This technology was first pioneered by Chuck's T-70 X-Wing; back then, it was called the Starfighter Assist System. I have since made it simpler and more versatile.
These thrusters are throttled not by the player, but by a programme which reads the dot product between a given axis (Pitch, Yaw, Roll) and the augmented velocity vector (the latter being the velocity vector with a negative input multiplied by a constant added overtop). In layman's terms, the thrusters check for any drift, and they automatically fire to bring that drift down, allowing the ship to hover or to fly as if it were experiencing air resistance even in a vacuum. In order to move in a given direction, an input is read, which then applies an artificial drift; the ship corrects said drift, which ultimately drives the ship in the direction of the input. Translate uses a constant of 500 m/s, and Throttle uses 10^10 m/s.
This ship uses an older model of the SAS, necessitating manual velocity mode override. AG 3, dubbed Surf/Abs, when toggled, switches the programme's read velocity vector from Surface Velocity (relative to the planet's surface) to Orbital Velocity (relative to the planet's centre). The current model I use does this automatically via smooth transition, only beginning said transition once beyond a minimum altitude or beyond the atmosphere. I'm considering adding a third option, Absolute Velocity (relative to the sun), which essentially allows the ship to read the sun's velocity and ignore any nearby gravity wells or coordinate systems. -
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What is its acceleration method