Pilot
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.
Ownable aircraft
Currently, there are six types of normally obtainable aircraft implemented.
| Name | Price | Shop | Load | Fuel | Hull | Size | Speed | Fuel/tile | Hatch | Notes |
|---|---|---|---|---|---|---|---|---|---|---|
| Mosquito ultralight | $ 11,000 | Simon & Simon Aircraft | 150 | 75 | 100 | Small | Very fast | 1 | Wood | Easiest to pilot, no insurance available, only 1 room. Great as a first/disposable plane. |
| Prion Gyrocopter | $ 9,999 | Hendresson's Prion | 200 | 7 | 200 | Small | Slow | 0.25 | Reinforced Wood | Runs on 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 | Average | 2 | Reinforced Wood | Can carry several people and has two rooms with a wooden cockpit door. |
| Cessna Skywagon | Craft only | Craft only | 400 | 150 | 400 | Medium | Fast | 2 | Nanotube | Direct upgrade to the Tiltrotor. |
| Patton Supalifta | $ 770,000 / Crafted | Simon & Simon Aircraft | 5000 | 500 | 700 | Large | Very slow | 6-8 | Nanotube | Four rooms, cockpit door is nanotube. Terrible mileage, but huge load. Sells for $525,000. |
| Dragoon Microzep | Craft only | Craft only | 2500 | 250 | 900 | Large | Slow | 2 | Nanotube | 8 rooms, nanotube cockpit door, can hover for IRL days. Good as a flying apartment. |
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, like FoF or Dumper.
Protips:
- With a GPS locator, you can ping GPS to show the locations of all your planes with installed insurance modules.
- 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 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) ??? a detonator module $ 5,250 (1 in stock) detonates the plane on the push of a button a groundscan module $ 9,300 (1 in stock) scans ground tiles and shows you creatures as well as landed planes a FoF module $ 9,750 (1 in stock) allows you to program your plane with the FoF code of some flaks a dumper module $ 12,000 (1 in stock) dumps everything inside the plane's passenger compartment to outside a rangefinder module $ 15,000 (1 in stock) broken an eject module $ 15,000 (1 in stock) ??? a sharpshooter module $ 18,750 (1 in stock) broken
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, which is 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.
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.