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Steampunk Fighter v 1.2

Steampunk Fighter v 1.2
Steampunk Fighter v 1.2
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Steampunk Fighter v1.2 30 prims
Steampunk Fighter v1.2 no steam engine 19 prims

There are two vehicles.
One with a steam engine that leaves a cool steam trail behind you and one without the steam engine. Both have particle engines in flight.

This is a fun single seat scout/fighter aircraft.
The flight script is a combination of three other flight scripts, that I spliced together to form a vehicle that CAN cruise from one side of the mainland grids to the other. There are others that can cross grid and many more that claim they can.

I have successfully crossed the mainland grids about 50 times (using turbo bursts) in testing. There is an art to doing so as this craft also has the turbo that is in many other aircrafts. You can easily pass a sim up using turbo and loose your craft to lost and found in what is known as "expired _region_handoff". The short explanation of that is you pass the sim up before it even knows your there and "times out" trying to process what just happened.

To cross the mainland Grid it is best if your are at a height of 2500 to 3500 meters.
Stretch the mini map out down so it is about halfway down the screen.
That way you can see the color variations of the sims as you are approaching them. Open your map and choose a destination, that way the mini map will show a little arrow, just go towards the arrow. Turn on the mouselook crosshairs.
Position yourself in the middle of the sim before you start your journey.
( not really necessary)

When you first cross a sim, use the turbo, in one to two second bursts.
Do this for about 3/4 of the sim.
Once you cross into a new sim, start the turbos again.
If you find yourself going to fast when about to cross, just hit the backward flight key, and say a quick prayer. :-)

You can cross sims at the four corners, but I do not suggest that as SL just cannot compute that quickly yet. I have done so many times in testing with no problems, though there is a higher risk of losing your craft.
Crossing the sims at an angle has not been a problem.
In this way, you can cross the mainland grids repeatedly, without losing your craft, having to relog, and finding a place to rez a new craft.
If you are going from one sim to off the grid, you will just bounce back into the sim.

This is a mouselook flight vehicle.
The craft is made for fun dogfighting within a sim originally, the cross mainland grid was an added bonus when I spliced the turbo function into the flight script.
The craft is very fun and easy to fly.
Your weapons will not fire unless the combat script is running, of course, and you are in mouselook, I did this on purpose. There are two guns mounted on the two forward wings.
It carries both the CCC combat scripts and the Terra Combat Scripts.
Switching from one combat script to the other is barley noticable as they use the same particles and weapons sounds.

To activate/deactivate the combat scripts just type in chat:

ccc on/ccc off CCC scripts v1.01a
combat on/combat off TCS scripts v 2.5

To fire weapons:
Have a combat script running.
Be in mouselook.
Press the left mousebutton.

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Lovely Fighter, too bad SL-Mp, delivered the copies i bought, with non-permissions. sigh... silly SL-MP. ...
full star full star full star full star full star Posted November 17, 2018 by Quintilliuss

During the short test flight i took with it, i found the sleeker fighter within the pack, to handle ok & easy to controll. & looking Spiffly & Steam/Dieselpunky adorableness.
But yes,.. sadly SL-Marketplace delivered both planes in a folder, instead of boxed, both of them being non perm. So i fear that if i ever try flying one in Lag-weather, or over a region crossing, i'll loose the now no-copy-no-mod-no-trans plane(s)..
I know 1L$ isn't much & i could rebuy, but i still would love a copy-mod version, just to be sure SL will not eat my copies. 0,x,o

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