@Thelaw11 Good luck with that! I'd love to drive that when it is complete..
.
@KevinMurphy @PhilipTarpley Thank you! getting noticed be devs is always flattering!
@KevinMurphy @WahrscheinlichIch @lujox @JMicah4 @WahrscheinlichIch Thank you!.
.
@WahrscheinlichIch Good luck! I have a feeling that you would out do me with your own machine
@TheLatentImage Thank you!.. most of it is just aesthetics though.. I did not put many functions except the basic actions of a loader because I dont want to confuse the user with many Activ.Groups that uses VTOL and Trim sliders.
@Himynameiswalrus the ship i'm making is extensively modified in the xml file.. I did not know it is possible to make the sound silent.. Can you tell me how?
@PhilipTarpley There is a bug with scaled up cockpits.. I think this bug is already in the game when you introduced scale="x,x,x".
.
when you make the cockpit bigger. it will track ai planes and ships closer than they are supposed to be. when you scale them down on the other hand, they will show you that the target is extremely far away..
.
for example: when start at Wright and you scale up the cockpit 3 time bigger than normal. it will s how you that beast and its escorts are within 3 miles away from you even though on a normal cockpit they dont show up on the radar.. you can lock on to them with an inferno missile (if your design is tall enough so the terrain does not obscure your line of sight.) but since they are actually very far away, the missile will never reach them.
@SUPERSAMROCK really?.. I remember putting infinite fuel in 1.4.07 and this does not happen.. Or was it an older beta...
.
I dont remember clearly what version but I definitely did it in 1.4
This mod is fantastic! Before, modifying postion and rotation is extremely PITA. Thank you for this.
.
Are you still developing this mod? If you are, can you possibly add rotation for an entire sub-assembly?
Found a bug with Rocket pods.. If you lower its mass below 0.5 it will drop out of its connection when after firing its rockets. at a really low value the pods will drop at the first shot.
@WalrusAircraft IKR? its so much fun now. I'm finding myself editing xml files more than actually playing.. the new codes make things very convenient..
.
now that you mentioned tanks.. can you put a super micro one in your already micro b-29? that would be very cool!
.
I'm now making a mini frigate after that, since we now have cycling pistons, my dream machine.. it will take some time though..
Added Cycle option for pistons
.
My dream machine is almost possible to create now! Thank you!
. Added dialog for spawning/despawning AI planes
.
I did not expect this. Great addition to the game!. But is it possible to designate our creations into airplane/land vehicle/ ship? Or you could also add a dialog box which lets us select where to spawn the plane? like in land, sea, air...
@AndrewGarrison lol..
.
but seriously, is the collision avoidance feature of the auto-pilot removed or its one of those "oops, we accidentally broke that.." thing?
@djbanana they really land. in some instances, I could get close to them in my car when they land. The AI has completely stopped and its landing gears are deployed.
@AndrewGarrison Did you put a waypoint at the bridge? I just saw another AI crashed into it. If there is indeed something there, I suggest moving it under the bridge because most people (including myself) prefers a safe flying AI than a crazy suicidal one...
@TheLatentImage what I coincidence.. I was driving around when Queen's Dont Stop Me Now started playing in the background.. And indeed, I had a good time.
@SimpleKingdomAerialTesting those are rotators with min/max settings altered to have ridiculous numbers.. these rotators have problem too because they cannot stop at will (or at least it takes them ridiculous amounts of time to stop)
.
going in one direction is not a problem.. its making it go back by itself.. that is not possible in xml modding
@SimpleKingdomAerialTesting making a single rotator swivel up and down by itself is not possible even with xml modding.. if it is I would have done it ages ago..
This is really well made.. Can I request you to make a version with less than 7 wings/structural panel and 150 overall part limit? can you also arm it with at least 4 interceptor missiles and max 2 machine guns? I would like to use this plane as an AI opponent in sandbox mode.
Damn... Im sad right now... Take my upvote... I have the same kind of truck which will be uploaded once SP 1.4 is officially up... Please look forward to it..
@JMicah4 on any part, use: disableAircraftCollisions="true" , massScale="x" and scale="x,x,x" between the materials="x,x,x" and the >
.
on small and hinged rotators, use disableBaseMesh="true" at the end of the first JointRotator.State line, but before the />
@XxMicroMasterxX (2/2)
.
the force of your engines pointing downward and very slightly forward will slow your plane enough for hovering. when you are under 40 mph, you point the slider at neutral then gradually decrease your thrust to just below your minimum take off power.
.
then, Practice... alot.. Good luck on landing!
edit.. use nudge button to adjust the VTOL nozzle on one side so you could bring your CoT close to the CoM then mirror it to the other side. check if you have the desired results.. if not delete the mirrored nozzle then nudge again.. mirror, check, not desirable?? delete, nudge... etc.. its a trial and error..
@XxMicroMasterxX
.
I'm not good at flying VTOL planes myself but I could give you some advice on how to build a proper one based on many scraped VTOLs I've made in the past I'll assume you will mainly use fuselage blocks to build your plane
.
Practice alot.. so you could control your plane properly (I am yet to be a master in flying VTOL planes myself even after 1 year of playing the game)..
.
The Center of Thrust (CoT) should always be at the same place as the Center of Mass (CoM) AT ALL FUEL LEVELS. This is a common mistake of most players because as fuel gets depleted, the plane's center of mass actually moves.. in effect the planes that could hover at 100% fuel can no longer do it at <80% because the CoM has already shifted.
.
When you build a VTOL.. you should finish the whole plane first.. then try to adjust the position of the CoT to be at the same place as the CoM.. Use the dead weight option on the fuselage blocks to move the CoM. Normal jets and props also move the CoT in an undesirable place so if possible avoid them unless you are a really good builder.
.
After the plane is finished you should add fuel gradually, part by part, using the fuel slider on the fuselage blocks. Make sure as you add fuel you must keep the CoM at the same place as when the plane has no fuel at all.. this is a very time consuming process and usually makes the plane under-fueled.. try out different combinations on which part gets more fuel and which gets less or nothing at all
.
The position of your Center of Lift (CoL) does not matter much but it really helps when it is in line of your CoM
.
When flying, the first thing you had to make sure is you must know your plane's minimum takeoff thrust. Gradually increase your thrust until you see your plane hover very slightly.. remember this as around this thrust level you could hover in the air or land your plane..
.
You can only hover from 0 mph up to 40 mph.. past that your wings "catches" air and you start "flying"
.
I could not give you tips for landing because I'm bad at that.. but you could watch this. I made that a year ago when the VTOL engine first came out. notice how I gradually increase the thrust as I bring the VTOL slider upwards. this ensures a smooth transition between vertical take off and normal flying. The landing part is good enough for me at that time. but a really good technique is to move the slider very slightly down. (1/2)
@TheLatentImage Same fee + provide free coffee too!
.
Thank you everyone!
@AeroEngineering The one you showed em several days ago failed? I'll try what I could do after I finished building my first ship.
@Thelaw11 Good luck with that! I'd love to drive that when it is complete..
.
@KevinMurphy @PhilipTarpley Thank you! getting noticed be devs is always flattering!
@AeroEngineering @DeezDucks @djbanana @Jetspeed1001 Thank you!
.
@TheMasterSoldier Thank you for the feedback!
@KevinMurphy @WahrscheinlichIch @lujox @JMicah4 @WahrscheinlichIch Thank you!.
.
@WahrscheinlichIch Good luck! I have a feeling that you would out do me with your own machine
@TheLatentImage That Pine tree was YOUR idea! I just took it to the next level.. have you seen the cockpit view of my loader?
@TheLatentImage Thank you!.. most of it is just aesthetics though.. I did not put many functions except the basic actions of a loader because I dont want to confuse the user with many Activ.Groups that uses VTOL and Trim sliders.
@FrankieB @amazingperson124 @aircraftarsenal123 Thank you!!
.
@aircraftarsenal123 You can build one with track! That would be awesome!
@aircraftarsenal123 @poophead5 @FrankieB @ACMECo1940 Thank you!
CONGRATULATIONS!
@EternalDarkness ohh.. I did not think of rotating the engine itself... Good advice.. Thanks!
@HellFireKoder....!?!
.
Himynameiswalrus said you know how to make engines silent via xml edit.. Please share your ways...
@Himynameiswalrus the ship i'm making is extensively modified in the xml file.. I did not know it is possible to make the sound silent.. Can you tell me how?
@Himynameiswalrus Thank you...
.
I guess, no other choice then.. I would like avoid VTOLs because I dont like jet engine sound on a 1970 ship..
@PhilipTarpley There is a bug with scaled up cockpits.. I think this bug is already in the game when you introduced
scale="x,x,x"
..
when you make the cockpit bigger. it will track ai planes and ships closer than they are supposed to be. when you scale them down on the other hand, they will show you that the target is extremely far away..
.
for example: when start at Wright and you scale up the cockpit 3 time bigger than normal. it will s how you that beast and its escorts are within 3 miles away from you even though on a normal cockpit they dont show up on the radar.. you can lock on to them with an inferno missile (if your design is tall enough so the terrain does not obscure your line of sight.) but since they are actually very far away, the missile will never reach them.
@SUPERSAMROCK really?.. I remember putting infinite fuel in 1.4.07 and this does not happen.. Or was it an older beta...
.
I dont remember clearly what version but I definitely did it in 1.4
@PhilipTarpley, Found a bug... if you add Infinite fuel then nudge them in any direction and click play, your plane will be spawned glitchy..
@Dalton02 yeah.. The smaller ones however has reduced mass.. So they fly faster/longer/more accurate than the bigger ones..
So... New codes.. Neat!
.
Can you give an example on how to use them?
But.. what happens if you have both engines in one design?
@HellFireKoder Figures it would be complicated.. thank you again for making this mod.
This mod is fantastic! Before, modifying postion and rotation is extremely PITA. Thank you for this.
.
Are you still developing this mod? If you are, can you possibly add rotation for an entire sub-assembly?
Found a bug with Rocket pods.. If you lower its mass below 0.5 it will drop out of its connection when after firing its rockets. at a really low value the pods will drop at the first shot.
@WalrusAircraft IKR? its so much fun now. I'm finding myself editing xml files more than actually playing.. the new codes make things very convenient..
.
now that you mentioned tanks.. can you put a super micro one in your already micro b-29? that would be very cool!
.
I'm now making a mini frigate after that, since we now have cycling pistons, my dream machine.. it will take some time though..
Added Cycle option for pistons
.
My dream machine is almost possible to create now! Thank you!
.
Added dialog for spawning/despawning AI planes
.
I did not expect this. Great addition to the game!. But is it possible to designate our creations into airplane/land vehicle/ ship? Or you could also add a dialog box which lets us select where to spawn the plane? like in land, sea, air...
@DeezDucks, @JMicah4 Thank you
@JacobHardy64, @Glaceon Thanks!
@Halphas thanks!
@Supermini555 a long time.. I dont have the real numbers but consider it equal to small propellers in fuel consumption
@AndrewGarrison lol..
.
but seriously, is the collision avoidance feature of the auto-pilot removed or its one of those "oops, we accidentally broke that.." thing?
@djbanana they really land. in some instances, I could get close to them in my car when they land. The AI has completely stopped and its landing gears are deployed.
@AndrewGarrison Did you put a waypoint at the bridge? I just saw another AI crashed into it. If there is indeed something there, I suggest moving it under the bridge because most people (including myself) prefers a safe flying AI than a crazy suicidal one...
@AndrewGarrison ?
Great job! Thanks! I have removed the structural panels because it seems that it also counts as a "wing" then replaces it with fuselage blocks.. \
edit: It just shot me down...
@TheLatentImage what I coincidence.. I was driving around when Queen's Dont Stop Me Now started playing in the background.. And indeed, I had a good time.
You and @TheLatentImage are the champs today.
Its so beautiful!!
.
@DarkLithium check this out!
@SimpleKingdomAerialTesting those are rotators with min/max settings altered to have ridiculous numbers.. these rotators have problem too because they cannot stop at will (or at least it takes them ridiculous amounts of time to stop)
.
going in one direction is not a problem.. its making it go back by itself.. that is not possible in xml modding
@SimpleKingdomAerialTesting making a single rotator swivel up and down by itself is not possible even with xml modding.. if it is I would have done it ages ago..
@iiRazor Thanks!
This is really well made.. Can I request you to make a version with less than 7 wings/structural panel and 150 overall part limit? can you also arm it with at least 4 interceptor missiles and max 2 machine guns? I would like to use this plane as an AI opponent in sandbox mode.
Thank you!
@Flightsonic spawn it again using a right-click copy?
you have a block connected to the extending part. remove that
Damn... Im sad right now... Take my upvote... I have the same kind of truck which will be uploaded once SP 1.4 is officially up... Please look forward to it..
@UnknownNate as soon as the official update is out.
and then.. circular fuselage is out.. haha
@Jelly got into platinum with 100k points in just one April fools prank
@JMicah4 on any part, use:
disableAircraftCollisions="true"
,massScale="x"
andscale="x,x,x"
between thematerials="x,x,x"
and the>
.
on small and hinged rotators, use
disableBaseMesh="true"
at the end of the firstJointRotator.State
line, but before the/>
@XxMicroMasterxX (2/2)
.
the force of your engines pointing downward and very slightly forward will slow your plane enough for hovering. when you are under 40 mph, you point the slider at neutral then gradually decrease your thrust to just below your minimum take off power.
.
then, Practice... alot.. Good luck on landing!
edit.. use nudge button to adjust the VTOL nozzle on one side so you could bring your CoT close to the CoM then mirror it to the other side. check if you have the desired results.. if not delete the mirrored nozzle then nudge again.. mirror, check, not desirable?? delete, nudge... etc.. its a trial and error..
.
good luck!!
@XxMicroMasterxX
.
I'm not good at flying VTOL planes myself but I could give you some advice on how to build a proper one based on many scraped VTOLs I've made in the past I'll assume you will mainly use fuselage blocks to build your plane
.
Practice alot.. so you could control your plane properly (I am yet to be a master in flying VTOL planes myself even after 1 year of playing the game)..
.
The Center of Thrust (CoT) should always be at the same place as the Center of Mass (CoM) AT ALL FUEL LEVELS. This is a common mistake of most players because as fuel gets depleted, the plane's center of mass actually moves.. in effect the planes that could hover at 100% fuel can no longer do it at <80% because the CoM has already shifted.
.
When you build a VTOL.. you should finish the whole plane first.. then try to adjust the position of the CoT to be at the same place as the CoM.. Use the dead weight option on the fuselage blocks to move the CoM. Normal jets and props also move the CoT in an undesirable place so if possible avoid them unless you are a really good builder.
.
After the plane is finished you should add fuel gradually, part by part, using the fuel slider on the fuselage blocks. Make sure as you add fuel you must keep the CoM at the same place as when the plane has no fuel at all.. this is a very time consuming process and usually makes the plane under-fueled.. try out different combinations on which part gets more fuel and which gets less or nothing at all
.
The position of your Center of Lift (CoL) does not matter much but it really helps when it is in line of your CoM
.
When flying, the first thing you had to make sure is you must know your plane's minimum takeoff thrust. Gradually increase your thrust until you see your plane hover very slightly.. remember this as around this thrust level you could hover in the air or land your plane..
.
You can only hover from 0 mph up to 40 mph.. past that your wings "catches" air and you start "flying"
.
I could not give you tips for landing because I'm bad at that.. but you could watch this. I made that a year ago when the VTOL engine first came out. notice how I gradually increase the thrust as I bring the VTOL slider upwards. this ensures a smooth transition between vertical take off and normal flying. The landing part is good enough for me at that time. but a really good technique is to move the slider very slightly down. (1/2)