flyer tidbits - flyer stats & flying tips (i gave up on boats lmao)
flyer stats
usage = fuel use, in real life (not in-game) time estimates
vertical speed = time taken when takeoff/landing & ascending/descending, horizontal speed = time taken when flying (per tile/move)
rooms = non-cockpit rooms (redundant to include the cockpit, as every flyer has one)
when considering loads: standard character weight = 75kg, flight mutants weigh slightly less (??kg) and lithodermis mutants weigh a bit more (??kg)
* ascending also burns 5u of fuel. it also hovers at 10m instead of 20m. sheesh
** taking off/landing takes half the time & 3 rooms lie on a second floor above 4 rooms below
*** does not come assembled when bought, requires aero workbench to build
**** see "flight mutation crash course" below
***** requires science to operate, otherwise you'll be wanting silicone skin or a parachute instead heh
flight mutation crash course
* "LOAD" is half of your carry weight, only to be able to take off
* once you're in flight, becoming overencumbered will not drop you
* "FUEL" is food, as you can gain hunger from horizontal flight movements
* "INTEG" is your max hp, obviously, as damage taken from flak will be direct bodily damage
* "idling usage" seems to be about the same as hunger gain rate while "actively" idling on the ground, maybe slightly faster
* every flight movement has a small chance to add 100 hunger, both at the point of starting the flight movement, as well as at the end
* therefore, it is possible to gain no hunger, as well as gain 200 hunger, from one horizontal flight movement
* flight's biggest bonus and instant selling point is the ability to take off from anywhere outdoors
* a lesser known bonus is you can queue movements like on ground, nifty for pre-planning routes between areas
* flight never "hovers", moving to/from LZs and the airspace are a single maneuver
* during clear weather you can "look sky" to check for any threats before taking off, useful for avoiding Chambo
* chupacabras are mean but inaccurate with slashy pincers & burny firebreath attacks, can feint but easily dodged
* Chambocabra = boss chupacabra, may open fights with feints & wields AK-7 skillfully
* wind apparently affects horizontal speed but every time I've bothered to check it was favorable winds so idk
pilot's protips
* cruising altitude starts at 500m, "asc" increases altitude by 1000m, "desc" decreases altitude by 750m [when at/above 1000m?]
* flak = hurts! flak cannons are installed at necro gate and on skydock - use FoF module to avoid them if you can or get someone to beat up the turret prior to entering those airspaces
* das flies around all over the map aimlessly, a clairvoyant can enter the airspace and search for it very quickly for a reliable find
* poor weather = tougher flying. ascend above cloud cover and/or avoid flying at night
* keeping aviator's goggles and caffeine in the cockpit can help in a pinch
* groundscan modules only work at 1500m altitude or higher & reveal every entity on outdoor tiles in the below area (including flyers)