RobCo Whirligig Sentry F.A.Q.


Notes:

Whirligig: "Wireless High-Reliability Independent Government-Issue Gunship"

• Six (6) models available: Minigun, Gatling Laser, Incendiary, Seeker Rocket, Gauss Cannon, Prototype Disruptor

• Craft-able at Workshop stations, with availability influenced by the Gun Nut and Science skills

• Similar to "Turrets" but with mobility for enhanced enemy detection, suppression, and elimination

• The models are successive: Mark II Whirligig Sentries are more powerful than the Mark I, et cetera; and there is a similar progression with regard to accuracy and helipad durability.

• Whirligig Sentries can be attacked by enemies, and potentially damaged and destroyed

• Helipads can be damaged and eventually destroyed - which neutralizes their corresponding Sentry.

• Once destroyed, things can be repaired using the normal Workshop method.

• Detected enemies are optionally Marked with a Red Diamond (as per the Recon Scope mod). This feature is enabled by default, but can be disabled if desired by interacting with a Helipad.

• Adjustable settings via any mini-Helipad or a Workshop craftable Whirligig Sentry Control Terminal.

• Workshop construction entries for sentries and sentry control terminals are in DEFENSE>WHIRLIGIG.

LOAD ORDER: Place this mod's file below all other Vertibird mods in your "load order" sequence, and also below the file of my Whirly companion if installed.

WARNING: This mod might or might not work correctly for Player Characters who have become "bad guys", either by allying with Raiders (etc.) or via the Nuka-World DLC. Use at your own risk if playing a Bad Guy, but please report related issues in as much detail as possible.


Recommendations:

• Whirligig Sentries can be hampered by the presence of tall things (because of limitations in the game's AI), so avoid placement near tall buildings and tall trees.  Similarly, it is usually best to place mini-Helipads on the ground, not on structures or in high places.

• "Scrap" any trees that tend to be in the way; i.e. which cause a Whirligig Sentry to climb really high in the sky to get over/past them.

• Due to a very high level of detail in the Vertibird model (I use the regular one reduced in size), plus the accompanying animations, you might need to limit placement to just one or two Sentries per settlement depending on your graphics card, otherwise significant frame rate reduction or lag might occur in that area.

• A single Whirligig Sentry can readily attack anything upwards of 5,000 units distant, which often covers a small settlement.

• Perhaps use just one Sentry in a small settlement, maybe two in a medium-sized area with them being spread apart towards opposite outer edges but with overlapping defensive coverage, and perhaps three in an extra large area but spread well apart at three points of a triangle with placement again towards the outer fringes (although just two might be sufficient for good defensive coverage). And if a given location tends to experience extra heavy assaults by enemies, then the addition of ground-based defenses could prove advantageous.

• Best to not place Sentries closely together if frame rate becomes an issue. And if frame rate is low, consider supplementing with a regular turret at key choke points instead of adding a second or third Sentry.

WARNING: Incendiary Miniguns, Gauss Cannons, and Disruptors have very localized (short radius) Splash/AOE damage upon impact. And of course the Rocket Launcher has wide-area Splash/AOE damage upon impact. Hence their potential to harm nearby friends and allies. So there is risk associated with their construction -- if an NPC is accidentally harmed by a Sentry during a fight, that NPC has a chance of deciding that the Sentry is an enemy, which then causes conflict between them; it is a base-game feature.


Known Issues:

WARNING: This mod might or might not work correctly for Player Characters who have become "bad guys", either by allying with Raiders (etc.) or via the Nuka-World DLC. Use at your own risk if playing a Bad Guy, but please report related issues in as much detail as possible.

If companions receive a Marker and it does not disappear fairly quickly, then you may need to take those companions to a Helipad and stand nearby for a few minutes. Do that when there is no fighting happening, no enemies nearby, and the Sentry is hovering peaceably. And if it becomes troublesome, consider disabling the Marking feature at a Helipad.

Whirligig Sentries can be hampered by the presence of tall things (because of limitations in the game's AI), so avoid placement near tall buildings and tall trees.  Similarly, it is usually best to place mini-Helipads on the ground, not on structures or in high places.


Known Conflicts:

Pip-Boy replacement mods that are not fully compatible with basic scripting functions for the standard Pip-Boy may cause this mod's settings menu to not be shown when interacting with a Helipad. In which case, craft a Whirligig Sentry Terminal via a Workshop and use it instead.

This mod uses the same audio as the regular Vertibirds, but moderates the sound volume to be less intrusive / annoying when heard in Settlements. So regular Vertibirds will have notably quieter engine-noise sound levels.

To minimize audio problems, place this mod's file below all other Vertibird mods in your "load order" sequence, and also below the file of my Whirly companion if installed.

Article information

Added on

Edited on

Written by

Athelbras