I don't know, that was not supposed to be there TortugaGreen.
Another thing to note Zarkonnen is that small walker chassis do not work well in multiplayer, you can spawn them clipped into trees, the ground and their pathfinding is noticeably worse.
as I said in my post about this, I found these behaviors:
even if pushing rocks, still happens,
is insanely speedy when float/flying (cross the map in a second)
one leg module, still happens.
landship slightly floaty with 2 large legs modules. falls down though.
heavily burdened with ammo, didn't float, but did get markedly long jumps (5 blocks above landing, traveled an eighth of a map width.)20 extra ammo modules.
does NOT happen with tanks (can bridge absurdly large gaps with two sets of huge tracks, not being buggy doing this though)
can stand on a 15 block floaty rock with five suspendium bricks and a bigger rock pushing down to try and go to a lower position)
the rig I was using was originally 2 spider leg modules, enough coal stores to make a solid layer on top of the modules, 2 Quarters, two corridors, several supply hatches, a bridge, 2 rifles, and an ammo store. (2982 weight)
what I mean by this description is that my test was very light initially, and all changes for testing are documented in my list. these tests were mainly trying to find the max floatability of the landship, or how much the bug could support.
I forgot I could do that :P. thanks for changing that for me. on Firebird's comment, I don't see any practical use for hyper speed walker planes, as the legs already take up most, if not all of the bottom, leaving no bomb openings. it does sound like a fun idea though.
Air Lord, Engineering Corps
Any fast walker going down a steep enough incline will lose its grip and then fly towards its target instead of walking.
Commander
I noticed this too, see my post about this. (also, why do you have the "yeah" at the start?)
Aerial Emperor
Ah oops. :) Something to fix in v7.1!
Air Lord, Engineering Corps
I don't know, that was not supposed to be there TortugaGreen.
Another thing to note Zarkonnen is that small walker chassis do not work well in multiplayer, you can spawn them clipped into trees, the ground and their pathfinding is noticeably worse.
Commander
as I said in my post about this, I found these behaviors:
the rig I was using was originally 2 spider leg modules, enough coal stores to make a solid layer on top of the modules, 2 Quarters, two corridors, several supply hatches, a bridge, 2 rifles, and an ammo store. (2982 weight) what I mean by this description is that my test was very light initially, and all changes for testing are documented in my list. these tests were mainly trying to find the max floatability of the landship, or how much the bug could support.
EDIT: I may not have needed to say all this.
Air Lord, Engineering Corps
I think I like the idea of keeping this as a mechanic and just adding silly plane noises better!
Aerial Emperor
I reformatted your post into a list, TortugaGreen, hope that's OK. Thank you for the details!
Commander
I forgot I could do that :P. thanks for changing that for me. on Firebird's comment, I don't see any practical use for hyper speed walker planes, as the legs already take up most, if not all of the bottom, leaving no bomb openings. it does sound like a fun idea though.
Air Admiral
Now i have an image of a derpy landship on a rock pushing itself around. xD