Profile image

how to stop chain explosions?

105k winterro  3 months ago

You know, one part explodes upon hitting a small little dip in the terrain and you are forced to restart the entire thing.

SO, i need to build something thats extremely tough, and so limit chain explosions.

This is a little experiment to challenge myself.

Using partCollisionResponse="None"` is out of the question here.

What could i use to limit this explodey stuff?

I have heard in the past of a part that limits chain explosions, what part could it be?

  • Log in to leave a comment
  • Profile image
    142 llFLMTll

    @tetozz You'e right, you didn't. just want that specific build to have the highest possible health value.

    an hour ago
  • Profile image
    47.6k tetozz

    @llFLMTll I didn't say that you need to adjust your build to that?
    9.9E+37 is still very strong though

    22 hours ago
  • Profile image
    142 llFLMTll

    @tetozz wow, you're right, makes sense. thanks for clarifying...now i only have to adjust my build😑

    yesterday
  • Profile image
    47.6k tetozz

    @llFLMTll I believe 3.4E+38 is larger because if you change it to standard form, it'll turn to 3.4x10³⁸ or roughly 34x10³⁷ if you put it on a similar scale to 9.9E+37, which is only 9.9x10³⁷

    yesterday
  • Profile image
    142 llFLMTll

    @tetozz no, the absolute highest health is actually 9.9E+37

    yesterday
  • Profile image

    XL-15 is up for Early Access it's not as shaky as it once was (can you see if you can fix it)

    2 months ago
  • Profile image
    105k winterro

    @Jerrycan1573 alright, then make a jet with 1000 power, with an input of 0.01


    As the input do PitchRate you need two jets one that pitches up, and another that pitches down

    (AKA one thats inverted and one thats not)

    if its starts spinning like mad, invert the engines input.


    Input should be Similar to PitchRate*1 + Pitch*1

    If Pitch works inverted use -1

    Or if the stabilization is too agressieve add zeros till it works. Example 0.1

    The jets keep the pitch heading of your craft, this can also be done by using YawRate and Yaw ,RollRateandRoll`.

    .
    Even if its hard to do, i do think it is worth learning funky trees, as it elevated the game and its experience by endless of miles in my experience.
    .
    Funky trees is just maths with funny names
    Roll can be -1 and 1 and so can every input in this game
    .
    Roll•Roll will always be 1 as 1*1 and -1*-1 will always add up to 1.

    Variables are just the same

    If you create a variable called for example fish and put in Roll<-0.5&Roll > 0.5

    When you move your Roll stick further than half in both directions fish will have a value of 1 and so you can activate other parts with that.


    I would say you could start experimenting with it, and if you need help learning funky trees, i'll be here to help.

    +1 2 months ago
  • Profile image

    And I'm remastering an Amp-15 suit from avatar by Swatchman (or something like that)

    2 months ago
  • Profile image

    I made a fully operational M2 Browning machine gun for the Willy's

    2 months ago
  • Profile image

    @winterro yeah some I don't know all commands but I can reduce the drag, disable collisions etc

    2 months ago
  • Profile image
    105k winterro

    @Jerrycan1573 Oh i can do that

    Also, got any experience in XML or overload?

    +1 2 months ago
  • Profile image

    So I have recently just posted my XL-15 HyperSpeed Fighter Shuttle from LIGHTYEAR and I have a Ryanair at mach 10 type of Turbulence going on how and the living space Rock do I prevent the wings getting janky and the Crystalic fuel cell comes out the bay door and through the spacecraft blowing it all to kingdom come.....how do I fix this? @winterro

    2 months ago
  • Profile image

    Make chains out of fuselage pieces

    3 months ago
  • Profile image
    39.3k V

    Don't attach parts to adjacent parts, attach everything to one or multiple central cores. This prevents the explosion and subsequent breakage of connection points from affecting adjacent parts.
    .
    (This is most easily done via raw XML editing as you can just set the part ID of all connections of a part to a single number instead of screwing around with the connection Editor for hours)
    .
    This also changes how stresses are applied to the build, so keep in mind that things further from the central core will be weaker and should be attached to a seperate core closer to the part
    .
    Lastly, partCollisionResponse = disconnectOnlyexists, disallowing parts to explode while still allowing them to disconnect

    +1 3 months ago
  • Profile image

    @dekanii at that point, the aircraft's material is made out of bedrock

    +1 3 months ago
  • Profile image
    47.6k tetozz

    @MonsNotTheMonster you can set to 3.4E+38 for the absolute highest health point you can

    +1 3 months ago
  • Profile image

    try 9.9E+30 on health and 0 on collision

    3 months ago
  • Profile image

    Set health to 8E+32 on everything. Like literally everything

    +1 3 months ago
  • Profile image

    set PartCollisionResponse to None

    3 months ago
  • Profile image
    53.1k CaptainNoble

    I've looked for ways to do this exact same thing for softbody physics. I hope this forum gets useful feedback

    +2 3 months ago
  • Profile image
    63.6k SILVERPANZER

    Try using partCollisionResponse = DisconnectOnly, it seems like glass can resist a chain explosion.

    +8 3 months ago