Pilot

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Revision as of 06:31, 8 February 2017 by imported>Nyll (→‎Flying: no flak in the heart)
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One requires brains and reflexes to be nicknamed Will Smith.

Intro

Pilot allows you to operate any air-based vehicle in HellMOO, from simple ultralights to heavily armed gunships bigass blimps. It is an excellent skill for those seeking to explore HellMOO, with some areas being exclusive to those who can traverse the skies.

Getting started

  • Piloting is a decently dangerous activity. With low pilot skill, it's easy to spiral out of control with a very likely chance of you slamming into the ground with a fiery explosion. But fear not, there are a couple ways to raise your pilot skill relatively safely. Your first few levels in pilot should be grinded from piloting a boat, as attempting to grind pilot otherwise can be very dangerous.
  • On top of that remember to purchase aviator goggles at Simon & Simon Aircraft for a +1 to pilot.
  • At low pilot (~16), fly at higher altitudes (during daytime), you will have more time to level the plane if your pilot skill starts failing you. Also, you will be free of bad weather conditions. Ascending just once is enough to get you out of the clouds and will give you better pilot rolls.

Ownable aircraft

Currently, there are six types of normally obtainable aircraft implemented.

Name Price Shop Load Fuel Hull Size Rooms Speed Fuel/tile Hatch Notes
Mosquito ultralight $ 11,000 Simon & Simon Aircraft 150 75 100 Small 1 Very fast 1 Steel Easiest to pilot, but has no insurance available. Great as a first or disposable plane.
Prion Gyrocopter $ 9,999 Hendresson's Prion 200 7 200 Small 2 Slow 0.25 Reinf. Steel Runs on super cheap alcohol (even self-made hootch) and can carry two naked people. Needs to be assembled.
Cessna Tiltrotor $ 55,000 Simon & Simon Aircraft 400 100 300 Medium 2 Average 2 Reinf. Steel Can carry several people and has a cockpit door. Most likely your first "proper" plane.
Cessna Skywagon Craft only Craft only 400 150 400 Medium 2 Fast 2 Nanotube Direct upgrade to the Tiltrotor. Much faster, has a nanotube hatch, bigger fuel tank and stronger hull.
Patton Supalifta $ 770,000 / Crafted Simon & Simon Aircraft 5000 500 700 Large 4 Very slow 6-8 Nanotube Cockpit door is nanotube. Terrible mileage and incredibly slow, but can carry a huge load.
Dragoon Microzep Craft only Craft only 2500 250 900 Large 8 Slow 2 Nanotube Nanotube cockpit door, can hover for IRL days. Good as a flying apartment, better than the Patton in almost ever way.

Size: The bigger your plane, the less landing spots are available to you.

It's HIGHLY advised that you buy an insurance module from the Insurance Office below Simon & Simon Aircraft and install it in the cockpit to guard your investment. In the event of the destruction of your aircraft, you get reimbursed for MUCH less than what your flyer originally cost, and around half of what the installed mods cost.

There are functional modules you can install too, see below for details.

Protips:

  • With a GPS locator, you can ping GPS to show the locations of all your planes with installed insurance modules.
  • Green parking meter = you can park one plane there for free. Red meter = you get charged $250 per plane every 30 IRL minutes. When you rent an apartment, the meter outside will switch to green.
  • To name your plane, buy a bottle of rotgut champagne from Yachtzee in Botany Bay.
  • To install a lock in your hatch, install lock in hatch of <plane id>. The "hatch" syntax is also used for dragging things inside and smashing hatches.
  • Want to keep your planes stashed away? Weezer Village and Corpclave rent out hangars.
  • Don't leave your plane unattended in red zones. Other players can steal and sell it.

Prices

Simon & Simon Aircraft (Corpclave)

a mosquito ultralight                   $ 11,000 (3 in stock)  
a cessna tiltrotor                      $ 55,000 (3 in stock)
a patton supa-lifta                     $770,000 (2 in stock)                        

Hendresson's Prion (Weezer Village)

a prion gyrocopter crate                $  9,999 (3 in stock)  
a prion insurance policy module         $    300 (3 in stock)  

Insurance Office (Corpclave)

a cessna tiltrotor insurance policy module   $    500 (2 in stock)
a cessna skywagon insurance policy module    $  1,000 (2 in stock)
a patton insurance policy                    $  4,000 (1 in stock)
a microzep insurance policy module           $  5,000 (1 in stack)
a damage control module                      $  5,000 (1 in stock)   Shows a detailed damage report.

Inside the Lonely Hut (Kakuri Island)

a stereo module                         $  3,750 (1 in stock)   Plays music, similar to the Aiwa/Mitsugatosanwi stereo.       
a detonator module                      $  5,250 (1 in stock)   Detonates the plane on the push of a remote control. Will not work in some areas.       
a groundscan module                     $  9,300 (1 in stock)   Scans ground tiles and shows you creatures as well as landed planes. Some areas (e.g. Weezer Village) are unscannable.       
a FoF module                            $  9,750 (1 in stock)   Allows you to program your plane with the FoF code of flaks.       
a dumper module                         $ 12,000 (1 in stock)   Dumps everything inside the plane's exit hatch tile to the sky outside.       
a rangefinder module                    $ 15,000 (1 in stock)   Lets you lock onto other planes, tiles and creatures. Useless since the sharpshooter module is broken.       
an eject module                         $ 15,000 (1 in stock)   Ejects you from the cockpit into the sky outside.       
a sharpshooter module                   $ 18,750 (1 in stock)   Broken.

On top of the purchasable modules, you can install craftable explosion baffling and kevlar replating kits. These respectively protect against explosion and bullet damage.

Flying

Before you can even takeoff, you need to fuel your flyer. If you're in the same room as a gas pump, use fuel <craftname> with fuel pump or, for the prion, fuel <craftname> with alcohol pump. The only aircraft that doesn't take normal gasoline is the UFO. You can also fuel your aircraft with fuel from jerrycans, but you have to be outside the plane to do this. To start flying, enter the cockpit of your craft of choice and type takeoff. You'll go into a hover. Type ascend and you'll enter free flight. Each room while on the flyer map is one area. For instance, one room while in the flyer map could be the entirety of Freedom City. From here you're free to move about with fly <direction>. If you begin to lose control (I usually correct my plane if I dip below 8 control), ascend or level your plane.

Be warned that there are flak guns that automatically attack you if you enter certain areas. These are located at the Skydock, which hovers over Ashen Valley; the Necropolis Gate and Necropolis' Heart, (no longer) which are west of Adamant Canyon on the flyer map, and surrounding the Panopticon Prison. Rumors are that a certain module or flying in a certain way will help you to get past them.

Additionally, you have to be wary of adverse conditions such as bad weather and flying at night. Once you're ready to land, type descend to bring up a list of landing sites. Not all areas on the flyer map have landing sites. Once you've chosen a landing area, do descend <roomname/number> to break into a hover over that landing zone. While hovering, type land to stop hovering and bring your plane to a stop.

To sum it up: takeoff -> ascend -> fly <direction> -> descend <roomname/number> -> land.

Crashing

In the event that you crash your airplane, you'll die, some of the contents will be thrown out through the hatch and you'll have to Repair it.

While Mosquitos are easy to fix without parts, the more advanced planes might need new engines etc.

From the crash a 7 day timer starts ticking down. Once it hits zero, the wreck becomes abandoned and everybody will be able to scavenge parts from it.

Scavenging can fail and ruin parts or make the wreck explode. Each attempt will reset the 7 day timer.

Commands and other info

When you're in a flyer, it gives you an information readout like: INTEG [|||||||||||||||] [ 100/100 ] FUEL [|||||||| ] [ 42/75 ] LOAD [ 97/150 ]

 CTRL  [||||||||| ] [ 9/10 ]  ALT [||                  ] [ 500/5000 ]
  • INTEGrity is your plane's health, this typically won't change unless you fly into flak.
  • FUEL is how much gas you have. If it hits zero while in the air, you're fucked.
  • CTRL is how well the plane is stabilized. If it hits zero you go into a death spiral.
  • ALT is how high you are. The higher you are, the longer it takes to hit the ground if you go into a death spiral.
  • LOAD is the combined weight of all characters and items in the flyer, including held/stashed items. If the load is past the load limit you will be unable to takeoff.


Commands

This is a list of commands compatible with most flyers. Some commands require mods, while some mod-only commands are integrated into special aircraft.

 land - Lands the aircraft if you're hovering.
 
 takeoff - Takeoff into a hover.
 
 ascend - Ascend from a hover into full flight.
 
 descend <something> - Descend from full flight and hover over your targeted landing zone.
 
 fly <something> - Move in a given direction if you're in full flight.
   
 target <something> - Train your weapons on something.
   
 fire - Unleash your weapons on your designated target.
 
 gscan - With a groundscan module installed, scan for living creatures.
   
 evade - Take evasive action, making you harder to hit.
   
 level - Attempt to level and regain control.
   
 dock with <something> - Docking with structures like the skydock.
 
 sf - Shows aircraft modules.
   
 insurance - Checks the insurance status (if any) of the aircraft.

Sky map

You can find a detailed map of the skies here.