Replaced player bike with a player hover bike: first addition of model and basic movement controller. Note that the Hoverbike cannot go over water and it has not yet an updated icon in the containers and toolbars.
Looks great - I love the design style (wish we had small blocks that replicate some of its design language). Does it turn in less than one AU radius? Does it have any cargo capacity?
I really like the hover Bike but it is a bit twitchy when I turn. I barely nudge my mouse and it does a complete 90 degree turn and makes it hard to control when you are moving forward. Wish there was a way to adjust the turning without have to adjust mouse sensitivity. Perhaps you will need to adjust the turn radius a bit so at least a nudge of the mouse would only do a 45 degree turn. At least make it less twitchy.
The visuals for the hoverbike are great, love it. However, I also have found the controls to be an issue. Twitchy feels like a diplomatic description. The rapid response to input and the degree of turn when using the mouse makes it erratic - the only way i can think of that i could reduce this would be to lower the dpi setting of the mouse, but then I would be constantly changing my mouse setting to maintain the responsiveness required for combat. Although this made the controls much easier to handle, it was still a little erratic if the movements were not made smoothly. when trying to use the cursor keys for direction control, it is almost impossible. I pressed the left cursor key to initiate a turn and ended up going full circle on the spot. Not sure what I could do to reduce the effectiveness of keyboard inputs the way you can for the mouse. Hopefully this can be fine tuned to retain the mobility intended by the upgrade to a hoverbike, whilst allowing the player to feel they are in control of the vehicle when doing so. Perhaps some kind of limited control panel access, so players can alter the settings for their hoverbike to suit them, they way they can for other vehicles in the game, seems like a possible better solution, allowing the player to match the game to their mouse settings, instead of trying to find some universal setting for the game that suits the majority.
The addition of a light that automatically turns on at night is...interesting... On the one hand, its a cool feature but I think I would preferer being able to toggle it manually. On a side note, could the day/night cycle used to control this PLEASE be exposed to signal logic? This would be extremely useful in other areas! Like others have said, the bike steering feels 'twitchy'. It can sometimes be hard to move in a straight line. Not sure how this could be fixed while maintaining the agile feel of the bike... I have also noticed that there is a great deal jittering on the model when you turn. Will file an actual bug report after posting this. The bike now climbs hills very believably. All in all, the new bike is an EXELENT change but it could still use a bit of refinement. === Edit === An upgraded version with a forward mounded weapon of some kind would also be really cool!
Like others have said, much prefer the hoverbike, but second the comments around jitters. The handling seemed better after the last update! A couple of other minor things which didn't feel like they merited a full bug report. Noticed that occasionally will seem to get 'stuck' on terrain when first climb on, then sort out. After the latest update, getting on would shoot the bike up in the air a little - and each subsequent getting on it would shoot up even higher. Funny, but probably not intended!
I've also observed that the hoverbike had problems with headlight. I've driven through the forest at night on temp planet and I couldn't see anything because the headlights didn't turn on. I was literally flying blind. However, the strange thing is that later on, the headlight switched on (I didn't do anything, it did by itself) and in addition, the suit light stopped working too. I am planning on writing a bug report about it but I'm not sure how to title it because it seems to be problem with overall lighting.
Is the movement the same control method as the old version or is it controlled like a SV or HV. Personally I hate the WASD controls
i flew to space on it and it moved to my inventory and there's no surface where you can place it, so no. it flies when you go backwards up a hill. just point down and go backwards and it can go straight to space. you can also move sideways, so you can fly over lakes and mountains.