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Say someone were to make an airship. How should it be controlled?

19.0k StockPlanesRemastered  2 days ago

Option 1: GTA style, IE basically a helicopter

Or option 2.

Skyships Are NOT controlled the same way as airplanes.
their controls consist of

-PITCH... For and aft ballast pumps that basically change the mixture of oxygen to helium in the for and aft envelopes to cause the bow and stern to rise or fall independently

-YAW...I'm not really sur but i think it has to do with wither differential engine power or independent control of the left and right engine orientation

-ROLL... non existent

-OTHER MOVEMENT... Both the left and right engines, while obviously having throttle control, are actually hooked up to a system very similar to the V22 Osprey in that they can pivot. 90 degrees up, or, 120 degrees down and back.

so to recap,

Option one: basic, easy to use, not realistic at all, probably will steal the entire setup from the gator

Option two: So complex there's probably not enough control options for it, not easy to use at all for beginners, but much more realistic.

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    @StockPlanesRemastered That'd definitely work too. Honestly whatever you think is the best should be what you use - make the build you want to make, how you want to make it.

    2 days ago
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    @HuskyDynamics01 see i thought about that issue is I feel like it doesn't capture how blimps actually operate which is why I'm thinking differential ballast on both the for and after bags. Ie using vtol and trim respectively.

    And using pitch for the engine nessel vectoring using some sort of funky trees

    2 days ago
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    2, but with a few suggestions so you don't run out of controls.
    Pitch is standard obviously (ballast or gyroscopes or whatever method you use).
    Either roll or yaw as differential engine power and/or other steering mechanisms (up to you, whichever you'd prefer).
    VTOL and trim for left/right engine pivoting/rotation so you can control them independently.

    +1 2 days ago
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    2

    +1 2 days ago