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Planet Explorers => Planet Explorers ISOs => Topic started by: XxIcarusxx on May 14, 2015, 10:23:31 AM

Title: Icarus Armament Division thread.[marked]
Post by: XxIcarusxx on May 14, 2015, 10:23:31 AM
This thread will not only contain isos, but certainly decals and materials as well in future.

[Advanced WIP] Actual theme "Command and Conquer" 09 February 2016.

Modeling are finished, at least the exteriors. Some more or less serious driving and balancing issues to fix.

I have lost some materials and the custom decals used for the tanks with my old PC so if someone can find a way to extract them from vciso files, seriously, I will be glad.

GDI - CC6 Pitbull started in febrary
(http://tof.canardpc.com/view/cdaa8357-b0de-4c29-801d-4fb0b01643ab.jpg)
From C&C 3.

GDI - Predator (Frame) (WIP) started in september
(http://tof.canardpc.com/view/7165899b-cc89-4908-9816-e3cf7563ce8e.jpg)
From C&C 3 and 4.

GDI - Mammoth MKIII (Fixed Turret) (WIP) started in may
(http://tof.canardpc.com/view/64e426f1-028a-4a9f-8774-36b6df2dc962.jpg)
From C&C 3. CAN'T WAIT TURRET EDITOR :3

GDI - Kodiak (WIP, need serious balancing) started in september
(http://tof.canardpc.com/view/a4d804ef-aa3d-4e75-b5c0-8ccc26ae81d8.jpg)
From C&C 4. (Original design by Leon Gor)



Past Projects need re-balancing

[ AD 48 ]-Prototype (here my hundreds hours project).

Download Link: http://planet-explorers-isos.com/planet-explorers/iso-details-assault-dropship-159.html (http://planet-explorers-isos.com/planet-explorers/iso-details-assault-dropship-159.html)


Icarus Armament Division present their new Prototype of Assault Dropship (WIP) designed for special operations. This one can carry 12 passengers(crew:2, Troops:10). Offensive equipment consists of missile launchers and tri-cannon Machine Gun. The Prototype colors pattern use black orange, and grey when the standard models are customized following the users desires.

[Notice: I have a weak laptop so for the Artwork: C Base & C Hex materials have bump strength: 30 and specular strength: 70 when the Steam workshop iso one have 0 - 0. I forgot to change these for the Steam workshop release so feel free to change them. If no it will keep it's cartoonish aspect.]
(http://tof.canardpc.com/preview2/f7805592-6da3-4116-bd6c-563fd6ed83b7.jpg) (http://tof.canardpc.com/view/f7805592-6da3-4116-bd6c-563fd6ed83b7.jpg)

My personnal project. I tried to polish it as far as I can, but it still several think to do like improving materials, modifying certains areas, and changing the turret when the turret editor will be added. I hope it worst it. Actual version is 48 an can be found on the workshop under the name: AD 48. So it still WIP.

Notes!
 - Piloting it is not like the other isos. Since the takeoff and during flight this one will not stop moving forward by default. It's like a crossbreed between copter and plane. If you plan to land it in restristed area like an helicopter, it will require pratice. You can reduce its speed and stop it by holding the down arrow key. A landing strip for plane will be certainly the best choise.
- The huge number of vtol rotors is necessary to counter the Airship truster effect. Without them, it will just turnover and stuck itself on the ground .

If possible give your impressions about piloting. I love how it takeoff and how it fly, that why I didn't change the airship thrusters location.

Exterior:

(http://tof.canardpc.com/preview/c1eefeb8-87e1-4e9b-8277-b4500f99bfa9.jpg) (http://tof.canardpc.com/view/c1eefeb8-87e1-4e9b-8277-b4500f99bfa9.jpg)(http://tof.canardpc.com/preview/fd4cf921-ee6f-4475-9ce9-3a6365f42ede.jpg) (http://tof.canardpc.com/view/fd4cf921-ee6f-4475-9ce9-3a6365f42ede.jpg)(http://tof.canardpc.com/preview/6f48caa6-61e2-4ca3-a9b0-aa9a3a0282ce.jpg) (http://tof.canardpc.com/view/6f48caa6-61e2-4ca3-a9b0-aa9a3a0282ce.jpg)(http://tof.canardpc.com/preview/12f3d103-28e9-49be-a1ec-54981b401a4d.jpg) (http://tof.canardpc.com/view/12f3d103-28e9-49be-a1ec-54981b401a4d.jpg)(http://tof.canardpc.com/preview/4caf6def-18d0-439f-bbd7-8b28d5250272.jpg) (http://tof.canardpc.com/view/4caf6def-18d0-439f-bbd7-8b28d5250272.jpg)(http://tof.canardpc.com/preview/1b07cf97-dceb-4420-9446-9e74735278a7.jpg) (http://tof.canardpc.com/view/1b07cf97-dceb-4420-9446-9e74735278a7.jpg)(http://tof.canardpc.com/preview/29950683-c63f-4090-9de9-875098063e91.jpg) (http://tof.canardpc.com/view/29950683-c63f-4090-9de9-875098063e91.jpg)(http://tof.canardpc.com/preview/37536286-ccd1-4eea-a569-f05afea7c9bc.jpg) (http://tof.canardpc.com/view/37536286-ccd1-4eea-a569-f05afea7c9bc.jpg)
Troop compartment with seats, a weapon rack and a box (Thanks to Pastaga for his decals, it help me a lot for resizing the passengers seats)

(http://tof.canardpc.com/preview/80913f58-88fd-4cda-bfa8-d0d14f3a6219.jpg) (http://tof.canardpc.com/view/80913f58-88fd-4cda-bfa8-d0d14f3a6219.jpg)
Look easy to do but things like this give really headaches.

Custom Material:
Recently I have read this message.
Dorist1 : « Decal will slow the game at present. Try not to put it in game until we get it optimized ». 26/02/15
Since this moment I have skipped my work on AD 48"s decals, because it don't worst it right now (maybe later), for finding another solution. So I have clean 2 materials for free change their diffuse texture and maybe their bump too. The third I wanted to clean occur with too much important areas, so I don't want to touch them and I surrender this idea. Painting them is the best option if you have enough patience, in the other hand there not so much pannels with B Base material.

(Note, only the canopy frame decal (2A885...) is really necessary. You can delete the other one if you have frate rate issues).
(http://tof.canardpc.com/preview2/f21f999b-3902-4e85-a84a-00c584436268.jpg) (http://tof.canardpc.com/view/f21f999b-3902-4e85-a84a-00c584436268.jpg)

Here some exemples of colors customisation. I have waste a lot of time on finding right colors but it still basic textures :I
(http://tof.canardpc.com/preview/20e392ec-8f94-4ff7-8ca7-66d0e5e47e56.jpg) (http://tof.canardpc.com/view/20e392ec-8f94-4ff7-8ca7-66d0e5e47e56.jpg)(http://tof.canardpc.com/preview/1545144e-334d-4a48-b779-7123b6ff10b7.jpg) (http://tof.canardpc.com/view/1545144e-334d-4a48-b779-7123b6ff10b7.jpg)(http://tof.canardpc.com/preview/a4a2209b-459c-478a-b46e-4b8022303aa7.jpg) (http://tof.canardpc.com/view/a4a2209b-459c-478a-b46e-4b8022303aa7.jpg)(http://tof.canardpc.com/preview/800802f9-7cb8-4f42-9d4f-82411e3ecdbc.jpg) (http://tof.canardpc.com/view/800802f9-7cb8-4f42-9d4f-82411e3ecdbc.jpg)(http://tof.canardpc.com/preview/31f18742-f0b0-42a5-97a4-d60aba00c01e.jpg) (http://tof.canardpc.com/view/31f18742-f0b0-42a5-97a4-d60aba00c01e.jpg)(http://tof.canardpc.com/preview/6f1fcf12-533c-46e1-b276-95f019576e54.jpg) (http://tof.canardpc.com/view/6f1fcf12-533c-46e1-b276-95f019576e54.jpg)
Radar
(http://tof.canardpc.com/preview/dc7e987c-082f-4913-a158-29d483a76d18.jpg) (http://tof.canardpc.com/view/dc7e987c-082f-4913-a158-29d483a76d18.jpg)

Here some basic handmaded basic textures with associated colors+ canopy decal for color change and very few material/bumps I have found on the web (need to search more). To change diffuse double clic on material to open the window and put the file.png location in the diffuse tab:

http://www.mediafire.com/download/764xbql6x2dkdkh/Textures.7z

Canopy too can be painted or the diffuse texture can be changed by another color.png.
(http://tof.canardpc.com/preview2/1d6ee3d5-378d-4ced-8e71-3e51a216137f.jpg) (http://tof.canardpc.com/view/1d6ee3d5-378d-4ced-8e71-3e51a216137f.jpg)


Someone asked by PM me to add these materials. Well, they are very basic in my point of view but while waiting for glass material it still very interesting to use because it can hide bumps, at least to some extent. There LOW and HD versions. LOW for making curved areas and HD for flat areas.
(http://tof.canardpc.com/preview2/bce6c448-e71f-4035-9efd-0b8f69f61db4.jpg) (http://tof.canardpc.com/view/bce6c448-e71f-4035-9efd-0b8f69f61db4.jpg)

Here canopy material:
http://www.mediafire.com/download/er8c97y9bebb96m/Cockpits.vciso

Older Projects:

[ Raider ] : http://board.pathea.net/index.php?topic=5956.msg34848#msg34848
(http://tof.canardpc.com/preview/12810fd0-31ac-460b-af44-c97c1bf43d2d.jpg) (http://tof.canardpc.com/view/12810fd0-31ac-460b-af44-c97c1bf43d2d.jpg)
Title: Re: Icarus Armament Division thread.
Post by: Powerferret on May 14, 2015, 08:40:36 PM
looks awesome! do you have a link to the ISO file? or are you not uploading it yet?
Title: Re: Icarus Armament Division thread.
Post by: XxIcarusxx on May 15, 2015, 07:52:51 AM
You can download it from the ingame multiplayer workshop place if you have created a MP character, go on the workshop tab and search the most downloaded isos of the week (iso name AD 48). I am trying to upload it to planet explorer-iso but I have a login issue.
Title: Re: Icarus Armament Division thread.
Post by: Powerferret on May 15, 2015, 06:59:42 PM
You can download it from the ingame multiplayer workshop place if you have created a MP character, go on the workshop tab and search the most downloaded isos of the week (iso name AD 48). I am trying to upload it to planet explorer-iso but I have a login issue.

This is not working for me, I can filter it to most downloaded isos of the week, but it brings up over 400 pages worth. When I try to search by name, it loads forever and never shows anything.
Title: Re: Icarus Armament Division thread.
Post by: XxIcarusxx on May 15, 2015, 07:32:51 PM
Don't search by name, AD 48 is in page 2 if there is no name in the research tab.
Title: Re: Icarus Armament Division thread.
Post by: XxIcarusxx on May 15, 2015, 08:25:15 PM
Ok, I don't have login issue anymore so I have finally uploaded it on Planet Explorer-iso: http://planet-explorers-isos.com/planet-explorers/iso-details-assault-dropship-159.html (http://planet-explorers-isos.com/planet-explorers/iso-details-assault-dropship-159.html)
Title: Re: Icarus Armament Division thread.
Post by: Yoan on May 16, 2015, 08:59:39 PM
Looks epic :D everything fits perfectly with so many cool details, even on the inside.
Maybe some day we will be able to pick up 11 npc's and drop them on an enemy base.

Unfortunately I lose frames even after removing most decals :(

Why did you pick helicopter instead of battleship?
Title: Re: Icarus Armament Division thread.
Post by: XxIcarusxx on May 16, 2015, 10:35:18 PM
Well, If you always have frame rate issues after having removed all decal, it's a problem. This will be sole mostly when the game will be optimized, because right now the game isn't optimized for decals, + every hidden voxels texture are calculated. I have downloaded some isos far more laggy than this one. It was difficult to work on it at the end.

When I started this project the battleship editor wasn't released. And I don't know if my weak laptop could support a battleship of this level.

I just hope this iso could have good days in future, once the game will be optimized. Until this time I will try to improve it(textures and other) and start other projects more easier because thousands hours for this one is to much. At least I have learn very much about the editor game mechanic with this one so I hope I will progress faster for the others.
Title: Re: Icarus Armament Division thread.
Post by: Lithoboli on May 22, 2015, 06:58:50 AM
This is probably the most complex and awesome vehicle I have had the privilege of witnessing.
Amazing work, words cannot describe how impressed I am.

I kinda need to raise the bar now, lol.
Title: Re: Icarus Armament Division thread.
Post by: XxIcarusxx on May 22, 2015, 07:59:19 PM
Thanks. It was a bunch of work too. I hope devs will add more tools for making things faster.
Title: Re: Icarus Armament Division thread.
Post by: XxIcarusxx on February 09, 2016, 05:03:24 PM
[Advanced WIP] Actual theme "Command and Conquer" 09 February 2016.

Modeling are finished, at least the exteriors. Some more or less serious driving and balancing issues to fix.

I have lost some materials and the custom decals used for the tanks with my old PC so if someone can find a way to extract them from vciso files, seriously, I will be glad.

GDI - Predator (Frame) (WIP)
(http://images.akamai.steamusercontent.com/ugc/317870820625916706/511D3D52AD34D594B575C893E48030B24F0F54B8/)
From C&C 3 and 4.

GDI - Mammoth MKIII (Fixed Turret) (WIP)
(http://images.akamai.steamusercontent.com/ugc/317870820625917713/25555A740A9767F3A624AA467CA1B4EC4CE22921/)
From C&C 3. CAN'T WAIT TURRET EDITOR :3

GDI - Kodiak (WIP, need serious balancing)
(http://images.akamai.steamusercontent.com/ugc/317870820625918090/D1CCFD2D244EE0E28911B5532DF9CC97FF3F9508/)
From C&C 4.
Title: Re: Icarus Armament Division thread.
Post by: XxIcarusxx on February 18, 2016, 01:07:19 PM
GDI Predator & Mammoth and Kodiak have just been uploaded to the multiplayer PE worshop.

I have created a Steam collection to manage them.

Sorry, updated pictures will come next week.
Title: Re: Icarus Armament Division thread.
Post by: XxIcarusxx on April 02, 2016, 12:48:42 AM
Added GDI Pitbull to the list C&C list

(http://tof.canardpc.com/view/cdaa8357-b0de-4c29-801d-4fb0b01643ab.jpg)

Ulpoaded to steam workshop.

It requedted more than 100 mirroring operations because area is too small. It totally
exhausted me for something that look like easy, difficult to polish. I just hope copy/paste feature in final PE release...

I can't correct the front corners much more. If the editor allow to make diagonals between 2 axis, it if not the case for diagonals between 3 axis. There is nothing we can really do against it.

Rear before and polish by using mirroring because area is too small for using other methods.
(http://images.akamai.steamusercontent.com/ugc/282972844623771647/FCBD25812925F0461818EB54644372357BE9172C/)

(http://images.akamai.steamusercontent.com/ugc/282972844623772299/B89928000FDC9BF262A6CA3A8DF7CB0E0E44F55A/)

Wheels of the original version should be between the rubber tire and the large rubber tire diameter, so it is a huge difference. Unfortunaly we can't resize wheels.

(http://images.akamai.steamusercontent.com/ugc/317872565987028502/5B562EFE7A47C014E6F452167E7E9FDA853513D7/)


   -GDI Pitbull, Predator, Mammoth & Kodiak are now uploaded to http://planet-explorers-isos.com/ (http://planet-explorers-isos.com/)

http://planet-explorers-isos.com/planet-explorers/iso-details-cc-6-pitbull-621.html (http://planet-explorers-isos.com/planet-explorers/iso-details-cc-6-pitbull-621.html)
http://planet-explorers-isos.com/planet-explorers/iso-details-mbt-6-predator-622.html (http://planet-explorers-isos.com/planet-explorers/iso-details-mbt-6-predator-622.html)
http://planet-explorers-isos.com/planet-explorers/iso-details-mammoth-mkiii-623.html (http://planet-explorers-isos.com/planet-explorers/iso-details-mammoth-mkiii-623.html)
http://planet-explorers-isos.com/planet-explorers/iso-details-kodiak-624.html (http://planet-explorers-isos.com/planet-explorers/iso-details-kodiak-624.html)

Edit:
LoL, got x3 more download in 1 night on this website than in 2 months on the workshop. That means the actually workshop is just not used enough because it is not effective at all. This is a serious issue :/
Title: Re: Icarus Armament Division thread.[marked]
Post by: kenedy on May 04, 2016, 09:27:11 PM
such a great post!
well done bro!
Title: Re: Icarus Armament Division thread.[marked]
Post by: XxIcarusxx on November 19, 2016, 09:32:39 PM
GDI Kodiak has been re-ulpoaded on the Steam Workshop in wood version and can fly again since months. There is a very little issue while it turn, I'm not able to fix it totaly even if I tried a lot but it should not be annoying.


Not working Isos since 0.9: Mammoth Mk3 is too heavy->so  too slow, A.D.S can't fly.

Note: Raider have some decals issue that the devs haven't fixed yet (but the issue still occur with their own decals too. You can see it  in their last steam video.) So please change the decals properties from diffuse to emissive.
Title: Re: Icarus Armament Division thread.[marked]
Post by: XxIcarusxx on November 29, 2016, 05:35:06 PM
Dropship has just been re-upload too on the steam workshop in 2 wood versions, 30 vtol rotors and 2 airship thrusters wasn't enough to allow lift power, rotation, and propulsion of the aluminium version at the same time, I had  no choice. It is a most avanced version more polish but at this level you'll won't see any differences.

The default one.
(http://tof.canardpc.com/preview2/03d3c817-333a-4b95-b438-77bf9710542e.jpg) (http://tof.canardpc.com/view/03d3c817-333a-4b95-b438-77bf9710542e.jpg)

The black one with less decals for avoiding frame rate issue.
(http://tof.canardpc.com/preview2/794f6b7c-62ca-45cb-a47e-008d1585e69a.jpg) (http://tof.canardpc.com/view/794f6b7c-62ca-45cb-a47e-008d1585e69a.jpg)

I really want to make something else than waste my time to rebalance my old isos again and again because of some devs decisions regarding game mechanic, but this one requested to me an insane amount of time so I won't rip it that easily.

Title: Re: Icarus Armament Division thread.[marked]
Post by: Baromeus on November 29, 2016, 07:43:43 PM
Your Dropship  is still amazing, thanks for rebalancing it. What will be your next project?
Title: Re: Icarus Armament Division thread.[marked]
Post by: XxIcarusxx on November 29, 2016, 09:02:42 PM
Yesterday I was on armor editor, but it give me headaches because it is very complicated and I also have to make complicated things so I'm taking a break.

I have another aircraft project like the dropship but smaller and I don't like the actual shape, I will certainly have to rethink it heavily. But because of actual flying gameplay issues I feel a little bit demotivated about making another aircraft. I have to be very carrefull about the iso size.

Right now I was just trying to unrip my first vehicle the "raider", but with the same color pattern than the dropship, however I quickly run into an issue, it take damage and explode without any reason in less than 1 min, on flat ground O_o. I don't find the issue, nothing touch the ground except the wheels.
Title: Re: Icarus Armament Division thread.[marked]
Post by: Baromeus on November 29, 2016, 10:27:19 PM
that sounds odd  oO  is your vehicle extreme large/heavy?

until no i only created some fast builded transporters... ugly as hell, small and lightweight...
Title: Re: Icarus Armament Division thread.[marked]
Post by: XxIcarusxx on November 30, 2016, 10:00:22 AM
No, it is small and it use aluminium so it can't be that heavy. It was one of the most downloaded and appreciated iso on the steam workshop so I am very surprised that I didn't get any reports concerning this issue.
Title: Re: Icarus Armament Division thread.[marked]
Post by: Lily on November 30, 2016, 04:58:45 PM
can you make an original C&C mammoth tank? That oen was way cooler than the others. So sad they werent in tiberian sun except that one mission with the mutants.
Title: Re: Icarus Armament Division thread.[marked]
Post by: XxIcarusxx on December 01, 2016, 11:13:47 AM
can you make an original C&C mammoth tank? That oen was way cooler than the others. So sad they werent in tiberian sun except that one mission with the mutants.

This won't happen, this one took me a lot of time and actually time is missing. Also, even if the original c&c look more easy to make, I actually encounter overweight issue that don't allow it to climb even a little slope + the fixed turret requested a lot of work is pretty uneffective ingame, I have made this one because I was pretty excited because at this moment the custom turret editor release was close and is name misleading, but now it is released I'm seriously dampen. 

Obviously with an great editor like that, it is sad that we can't do our own tank turret.
Title: Re: Icarus Armament Division thread.[marked]
Post by: XxIcarusxx on December 02, 2016, 03:21:00 PM
I have just re uploaded the Mammoth mkIII (aluminium) on steam with max wheel parts (more on the front and te rear) but it still have slope climbing issue, even if it's reduced.
Also try to avoid mountain climbing.

I'll won't change aluminium for a lightest material, this is already too much unrealistic, lol.

Now the only vehicle I need to fix is the raider, but the fact that it explode after less than 1 minute of road is not an encouraging sign x) .
Title: Re: Icarus Armament Division thread.[marked]
Post by: Luminaire on December 04, 2016, 05:54:27 PM
Dropship has just been re-upload too on the steam workshop in 2 wood versions, 30 vtol rotors and 2 airship thrusters wasn't enough to allow lift power, rotation, and propulsion of the aluminium version at the same time, I had  no choice. It is a most avanced version more polish but at this level you'll won't see any differences.


Just curious, but have you tried simply using downward thrusters, and making them invisible? This should easily be able to make your vehicle lift without all the rotors. The only major difficulty is balancing position and upward thrust so it doesn't move forward or backwards in the "idle".
Title: Re: Icarus Armament Division thread.[marked]
Post by: XxIcarusxx on December 05, 2016, 01:31:14 PM
Hello, I have a lot of  irl works that request me to stay focus for some days more, so I don't really have the time to play actually. The trick given by Felonius will maybe help me to exploit another options but I don't have the time to try them. It could possibly fix most my aicrafts issues if I make correct changes. Regarding the dropship I'll try to keep airship thrusters as main propulsion first, because it look more cool in this way. If I'm not able to do like this I'll use them in your way. The main issue is to balance and  hide vtols at the same time.

Unfortunatly these is not a limit cap of 4 airship thrusters for keeping them as take off power and propulsion simulteaneously.

Also there is such no resizing tricks for ground vehicles that could help to reduce weight and allow them to climb small slopes.
And it seems also the ground damage tolerance is heavily reduced if the hull is not mostly vertical with wheels at the same level, even if the ground is mostly flat .

(http://tof.canardpc.com/preview/2ea188d0-5e6c-461a-beb3-b2d17e0c959c.jpg) (http://tof.canardpc.com/view/2ea188d0-5e6c-461a-beb3-b2d17e0c959c.jpg)(http://tof.canardpc.com/preview/6aa6cbcf-862a-476d-b84b-8788e3abbfe6.jpg) (http://tof.canardpc.com/view/6aa6cbcf-862a-476d-b84b-8788e3abbfe6.jpg)

I didn't run into bumps and trees.
Title: Re: Icarus Armament Division thread.[marked]
Post by: Baromeus on December 05, 2016, 08:03:36 PM
o.o that's quite odd, i will try to build a similar concept just to test it out (if i got some time)
Title: Re: Icarus Armament Division thread.[marked]
Post by: Baromeus on December 06, 2016, 02:47:20 PM
can confirm, as soon as your tires are in line in a specific bigger angle you vehicle starts to get damage... 10° seemed fine btw. (but i wasn't able to climb hills without getting a burning bike)
Title: Re: Icarus Armament Division thread.[marked]
Post by: XxIcarusxx on December 10, 2016, 11:52:32 AM
can confirm, as soon as your tires are in line in a specific bigger angle you vehicle starts to get damage... 10° seemed fine btw. (but i wasn't able to climb hills without getting a burning bike)

Sorry for the delay before the answer :p

I find this issue very harmfull because there could be pretty cool designs that could be done in this way T_T. An iso made at 45° could give a render far more different than an horizontal normal iso made following the reference plane. Also this issue didn't exist before so why it happen actually?


I have fixed the issue with my aircraft a way more easily than expected with ultra flat vtols resized x2, but there was only 1 place for them :p. Now it can fly with Aluminium in a pretty cool way like a copter but there still an issue, the loss of altitude.

Before uploading it, I need to find what is exactly the issue, it is possible that vtols types and airship thruster type(as propulsion) are not compatibles for working together, wherever they are placed (many tries). Iso will finish to reach the ground slowly or qwickly
Title: Re: Icarus Armament Division thread.[marked]
Post by: Felonius on December 10, 2016, 01:28:29 PM
The problem you encounter isn't that hard to figure out.
EVERY little bit of "forward movement while IDLE" also shows the amount the vessel will lose altitude in that direction = "nose kissing the ground after a while" syndrome.

A "forward-drift while IDLE" of 0.1 is absolutely fine! At 0.2 you should think about adjusting vtols/thrusters, IF it is a HEAVY vessel. Lighter vessels are still fine. But 0.3 has to be worked on.

This means that your upward-thrusters at the BACK are too strong (too big) OR placed a bit too far at the back! Can be solved by moving them A BIT forward AND/OR resizing them by 0.1 increments (X and Y). The exact same can be done if the vessel is drifting backwards while IDLE. Just the other way around, of course. ;)

DON'T play around with changing the ANGLES of ANY upward-thrusters/Vtols!
IF one feels the need to do so, then NO MORE than 1-3 degrees. Everything else will solve NOTHING and will lead to even harder to fix trouble. Like in your original version!

FORGET this "helicopter nose down flying" nonsense, which only works in MOVIES, but NEITHER in real life, NOR in this game! Helicopters in real life can do a so called "emergency start", which can lead to the nose pointing down in an up to 45 degrees angle. But NO helicopter in this universe can fly this way for longer than a few seconds, or it will simply crash!

Hope this sheds some light on this issue. ;)