RocketLL is taking a break. I haven't heard from Skua in a very long time. Squirrel, TheLatentImage, and Seeras are active, I think, and I don't know about MediocrePlanes. He's been off for a while now.
One of the options (the only one I know) is setting the length of a fuselage block to negative. You can use Overload mod for that. It makes the block see-through from the outside.
@mushr0om no problem. Thank you for making a background. A suggestion if you decide to make another one. An airport where the plane being built is on the parking next to the runway, and another plane (or a few different planes) is (are) periodically landing and taking off. Also, a radar spinning somewhere nearby.
@mushr0om I did. No helis. I was spinning my camera for around five minutes, and didn't see a single one. And they are set to maximum (180,180). There should be so many of them, they are impossible to miss.
@mushr0om that's easy to solve, by putting a block on top of the aircraft and shortening it. That's how I get my ships into the water on Ian's water background. But you don't have to do it. I like it this way too. Those helicopters ForeverPie would be a better thing to work on, or fixed-wing plane, so you don't have to animate the rotors on helicopters.
@mushr0om by lifting the terrain and everything up a bit, I think. But it's alright if you can't, that circle isn't that ugly. It's like a stand on which a new vehicle is being presented.
@WeeBabySeamus no problem. I'm glad that you like it. This one has the best armament of all my ships. If you are more into performance, I suggest trying my M.Corp White Swan light gunboat. It tilts in turns, and sails like an actual speedboat.
@Thepilot172 watch CoM and CoL. Also, regardless of what most people say, you want to have CoM and CoT at the same height. Try to make the plane as lightweight as possible. I suggest using FineTuner mod and Overload mod a lot. Also, even if you are making a fictional plane (like I always do), check pictures and informations about similar planes to make it as realistic as possible. Can't think of more right now.
Also, some community tips: Always avoid arguments. Respect moderators, be friendly, and read the RULES.
@Victor03 also, in this community, we consider it a common courtesy to mention in a description whose parts you used, and what parts are used. Example: "Turret by EternalDarkness". We call that "giving credit".
You can't do that. What you can do for missiles is to put them on the bigger side of a detacher, and put whatever you want on the rear side of the detacher. Attach to a plane by the small side of the detacher, nudge it all together, and launch like a normal missile (with Lock-on, not activation group). That's how you get custom missiles.
@BaconBandit55 no problem
@BaconBandit55 yup, it does work. The rockets elevate opposite from the gun, but other than that, it's good.
RocketLL is taking a break. I haven't heard from Skua in a very long time. Squirrel, TheLatentImage, and Seeras are active, I think, and I don't know about MediocrePlanes. He's been off for a while now.
Remind me to test this later please. If it works as well as it looks, I'll spotlight it. I can't test it right now.
Great job James. It's amazing
Yay, a rotator motor!
One of the options (the only one I know) is setting the length of a fuselage block to negative. You can use Overload mod for that. It makes the block see-through from the outside.
Make this
@ploptro7 thanks buddy
I wanna :)
@Awsomur no problem
@Awsomur Center of mass should be ahead of the center of lift
Engines are heavy. Check if your CoM is ahead of the CoL.
@mushr0om no problem. Thank you for making a background. A suggestion if you decide to make another one. An airport where the plane being built is on the parking next to the runway, and another plane (or a few different planes) is (are) periodically landing and taking off. Also, a radar spinning somewhere nearby.
@mushr0om great. Now it spawns, lands, and goes away. I love it.
@mushr0om ok, redownloading
@mushr0om so, now helicopters should work?
@mushr0om I did. No helis. I was spinning my camera for around five minutes, and didn't see a single one. And they are set to maximum (180,180). There should be so many of them, they are impossible to miss.
@mushr0om great. Only problem - I don't see helicopters. I have adjusted their spawn rate to 170-180, and stared at the sky for at least five minutes.
@mushr0om great. Tell me when you update the mod, so I can have the heli
@mushr0om that's easy to solve, by putting a block on top of the aircraft and shortening it. That's how I get my ships into the water on Ian's water background. But you don't have to do it. I like it this way too. Those helicopters ForeverPie would be a better thing to work on, or fixed-wing plane, so you don't have to animate the rotors on helicopters.
There was such a mod by Gestour. He removed it because there wasn't anything to spin the gears.
@mushr0om by lifting the terrain and everything up a bit, I think. But it's alright if you can't, that circle isn't that ugly. It's like a stand on which a new vehicle is being presented.
It's great. I'll sure use it. Only thing I would change is, I would remove the circle from under the build.
@Thepilot172 you still have the no cockpit version, or should I tag you there again?
+1@ams2005 no problem buddy. I'll keep building, of course.
@WeeBabySeamus thanks man
@Thepilot172 sure. Can you take it off of this?
@WeeBabySeamus no problem. I'm glad that you like it. This one has the best armament of all my ships. If you are more into performance, I suggest trying my M.Corp White Swan light gunboat. It tilts in turns, and sails like an actual speedboat.
Gears too bouncy, and too much forward traction on the front one. It shouldn't be too hard to fix
@Alienbeef0421 mobile friendly, not potato friendly
@johnarcie009123 I'm glad you like it
@corsair013 no problem
Make an account on Gravatar.com using the same mail as the one you are using for the profile here.
@LehaAlan oh. Good luck.
Why the last one?
@Thepilot172 and yes, I have. I'll tag you on it.
@Thepilot172 watch CoM and CoL. Also, regardless of what most people say, you want to have CoM and CoT at the same height. Try to make the plane as lightweight as possible. I suggest using FineTuner mod and Overload mod a lot. Also, even if you are making a fictional plane (like I always do), check pictures and informations about similar planes to make it as realistic as possible. Can't think of more right now.
Also, some community tips: Always avoid arguments. Respect moderators, be friendly, and read the RULES.
@Thepilot172 what kind of tips? Being here for a year and a few months makes me have enough tips to write a book.
@Thepilot172 thanks. Comment means more to me than upvote anyway.
@Dimkal put it online, then into a forum post
@Alienbeef0421 read my comment below. I said "detacher" three times... Pylons are good for something else
@Bill0411 @AdrianFlyingAce could you argue over that rickroll elsewhere?
@Alienbeef0421 the detacher has three attachment points. Use the third one for the custo missile body.
@Victor03 ok. Still, can't wait to see it
@Victor03 also, in this community, we consider it a common courtesy to mention in a description whose parts you used, and what parts are used. Example: "Turret by EternalDarkness". We call that "giving credit".
@Victor03 yup, this turret is one of a kind. Can't wait to see what you'll put it on.
You can't do that. What you can do for missiles is to put them on the bigger side of a detacher, and put whatever you want on the rear side of the detacher. Attach to a plane by the small side of the detacher, nudge it all together, and launch like a normal missile (with Lock-on, not activation group). That's how you get custom missiles.
@Victor03 ok, use it
Make the next map with a few less buildings. I can barely run the previous one at a few fps when I'm near the town.