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Increased generators
Gryo controller updated to mk 3 using reverse gear setting due to linear sensors not reporting negative speeds only absolute value
Efforts to reduce rolling in low speed turns by belly ballast changes and more importantly a separate multiplier on the azimuth thruster vs rudders
With several ropes tied to the anchor in practice its handier to have empty boxes for them near the rear so adjustment made to deck boxes. You still have a hose for refuelling, an electrical for recharge or spare anchor line and now 2 empty boxes to hold at least some of the ropes that spawn tied to the anchor. That is in addition to the anchor being on the electrical line needed to power & control the mag all gripper.
= Tweak to large handhelds in the cabin to the side and up to slightly reduce boxes being caught under the ramp, that can still happen but if it got in you can probably get them out. Eventually.
= Top of door house tweaked for more flats as this is useable as a place to stand as a lookout. Found a lot of loot crates floating that way.
= Rearmost low level light moved up by the winch as now with an anchor you really need to see what you are doing there.
Since I restarted my campaign play this is getting more play and tweaks. Pike will remain a very budget conscious design. Its a good "after starter" boat.
The updates this time are:
= Ramp window shifted down one like in Arctic Pike to act as a slightly higher lookout from inside
= Rope anchors slightly increased on sides for easier dock tie ups
= Damage control board now labelled and unused Indicator changed to paint only
= Rear winch downsized to medium to afford into budget a practical stern anchor, can be used at beaches as well as on shore. Rear is a little odd but it is the same winch as for towing.
Stern corner shapes more ramp like for easier boarding and parcel pulling
Removed the buggy 1x1x4 wedges for pairs of 1x1x2 wedges to avoid character glitching