AU Ships

Auto Hover / Landing Assist

Workshop author: The Hobbit · Steam ↗

Logic build Complete ship Small

Auto Hover / Landing Assist

Specifications

235 Parts
9 Part types
0 Engines
203 Cable cells
0 Frames
32 Equipment parts

Engine mix

This build has no engines — it's a hull, a system or a section.

Equipment

  • Logic circuits 19
  • Wireless links 12

Most used parts

  • Data Cable 203
  • Wireless Transmitter 12
  • Multiplier 6
  • Data Router 2 3
  • Subtractor 3
  • Data Router 4 3
  • Data Redirector 3 3
  • Adder 1

Author's description

Flip on a switch to stop your craft and hover in the air. While the switch is on, use joysticks to get fine control over your movement and glide to a smooth landing. Channels: 0: Velocimeter (facing forward) 1: Velocimeter (facing right) 2: Dampener multiplier (.05 works for most ships) 3: Output thrust to forward/back thrusters 4: Output thrust to side thrusters 5: Input Up/Down joystick/throttle 6: Velocimeter (facing up) 7: Output thrust to down/up thrusters 8: Input Forward/Back joystick/throttle 9: Input Left/Right joystick 10: Hover constant (how much thrust is needed to keep your ship hovering in place. You will need to play with this value usually between .07 to .27 works depending on planet gravity and ship mass) 11: MASTER TOGGLE landing assist/auto hover (with this toggled off your controls will work normally. With it on, the flight computer takes over and allows you to influence it with your usual inputs) I have one constant value set at 20 in the computer. If you are unable to move the craft while the toggle is on, increase this to 30 or 40 This blueprint expects the following thruster config: Backwards thrusters reversed Strafe left thrusters reversed If you have thrusters to move your ship down to the ground, they should be reversed.

How to install this ship

  1. Download the ZIP. Every download contains two files with matching names — a .bp and a .bpmeta. You need both: the .bp is the ship, the .bpmeta holds its name. A .bp on its own will not appear in the game.
  2. Unzip into the Blueprints folder. Paste %USERPROFILE%\AppData\LocalLow\ApproximatelyGames\ApproximatelyUp\Blueprints into Explorer's address bar and drop both files there. Keep their filenames exactly as they are — the game pairs them by name.
  3. Restart and open the blueprint menu. The game reads the folder on startup, so restart it. Open the blueprint menu, find the ship by its name and load it. Test it next to a garage before flying a mission.

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