@mushr0om stationary, and connected to a camera-like part. I need it to put it on a secondary turrets and things like that. That's what I was talking about. Basically, I'd go to Camera1 view, and have a crosshair wherever the camera is pointed.
@LZPS99 no problem. Btw, only the first three people you mention get a notification. I didn't get one, just accidentally stumbled upon a comment below.
@ChasingHorizon small basic lesson: go disassemble ships of those who build them all the time. Nobody gave me lessons. I can't tell him specific proportions, angles, and optimal technique for ships, as it varies a lot. Sorry.
@mushr0om nope, for in-game. Like the camera we already have as a part, but with zoom. I can make crosshair out of fuselages, but if the zoom works by camera vantage point going forward, that crosshair wouldn't be of any use when the camera is zoomed.
@ChasingHorizon if the guy wants to build good ships, I'll tell him what he can improve. I'm not the one to worry about feelings. Making ships on SP, at least ones that can match mine in realism, takes a lot of time and effort. Research before every build, trying to get everything right, being creative and pragmatic. Building a good ship is not an easy task, so why would I go easy?
@ChasingHorizon too many. I don't know where to start. Proportion, armament, details, paint job etc. A battleship would have three to four, rarely five turrets with very large cannons, up to a dozen turrets with smaller (120-130mm) cannons, a dozen AA guns (you can use wing guns for that), and no spike, as it is not effective enough at 20km, the usual fighting distance for a battleship. A battleship would have at least one aircraft catapult, a few lifeboats, a few motor boats, rangefinders, railings, and a lot of other stuff. Black-painted battleship would be too observable at see, making it an easy target. And it's just 39.9m long. Too small for a battleship. You can check the size of the ship in the editor, by opening its properties (right next to drag button).
@rubbishcraft you get that by scaling cockpit to 0 length, if that's what I think it is. It gives you 180* lock-on. But still, if the target is behind you, that's not good enough.
@Bill0411 your ship would probably be bigger in real life. However, on SP, it's around 25m long. The proportion is wrong. My patrol boat is 1:1 scale, also around 25m long.
@Bill0411 @ChasingHorizon an I can help you make much better ships. We know all ship tricks in the game. I can help you (with advice) make them more realistic, and Chase can help you make them more fun.
@Bill0411 why not? I already have a thing going with @ChasingHorizon . Like you, he is building ships that are very effective on SP, but due to their layout, have questionable effectiveness in real life. He's also teasing me for my ships being realistic.
@Bill0411 well, we don't have the armour. If I could use missiles, I would have easily won. However, guns on guns is not what my ships are made for. I tested your ship against one of my ships, and it just can't get through the gun spam close enough to hit your ship with a cannon. In realistic circumstances, however, any one of my ship could launch missiles against your ship from 150+km away, more than 5 times the range of naval guns that would be on a ship like yours. That means I'll have to decline this challenge due to technicalities.
Also, the problem with SP and MP is that realistic ship tactics my ships are made for cannot be used. Your ship is making a hailstorm of wing gun rounds, which destroy anything on sight, and my ships use cannons (launching Boom25 with high accuracy), missiles (not working on multi-player), and older cannons with rocket launchers, which also take time to aim, during which time you can spam machine gun fire that can destroy a frigate at 3 miles. Another thing, your battleship is realistically the size of my patrol boat (scaled 1:1), making it unrealistically small target for my weapons. Only way this battle can be fair is if I scale one of my ships down to 0.25% of their size and replace all weapons with wing guns.
Woops, no doesn't work. You can add control surfaces on the structural wing that way. Structural panel lacks "add control surface" option in its standard settings
Download Overload mod, and enable it. Select the structural panel, and open the Overload window by pressing the new button you'll get on the bottom of your screen. On top of that window, where it says "Part", change it to "Structural panel". Find "Allow control surfaces", and change it from "false" to "True" (capital T). Then open standard structural panel settings and add a control surface.
@AdrianFlyingAce I'm making a light armoured vehicle with low part count. A large ship needs a lot of details in order not to look too plain. Because of that, a good low-part ship is not possible. Maybe if I scale the pieces, but that's not how I do it.
The air is simulated as two forces, drag and lift. If it was simulated as particles, it would be more dynamic, and it would allow for things like magnus effect, but it would be difficult for devices to run.
@destroyerP you never know when and where the glitch will strike. SimplePlanes has more glitches than actual features, and they are completely unpredictable.
@F104Deathtrap no problem. I would have made the same mistake if I haven't read description. This way, I knew what it is and how to use it. Great job on both details and functionality.
Take a direct link of the picture (ends with jpg, jpeg, or other image format), and write ![text] (link). Remove the space between [] and (). Also, you can leave the text part blank.
@Botfinder thanks
@mushr0om yeah. It should pretty much behave like the crosshair you get in a cockpit view. It stays fixed to where the part is pointed.
No. You have to do it in Unity, and requires coding. There are mods that contain such missiles
+1@mushr0om stationary, and connected to a camera-like part. I need it to put it on a secondary turrets and things like that. That's what I was talking about. Basically, I'd go to Camera1 view, and have a crosshair wherever the camera is pointed.
Your call then
@mushr0om oh. Then I'll be using it all the time,except when I'm making laggy builds.
@mushr0om separately, please. I'm not using advanced rendering, except for taking screen shots.
@ZephyrSystems yes. Also, one of the first planes I ever made.
@SimpleFlow ugh... !@#@!!@#@@ !!!@#@ !!##@#$%$ #$%&(&%
no problem, @LukeDaDuke
Looks nice. If you finish it the way you started, it'll be great. I like that sleek design of Tigershark.
@CaesiciusPlanes I'm looking for a stealth bomber. Maybe you can make a stopgap for until I get to it.
@LZPS99 ugh, upvothing is basically saying "thanks for the build". I never thank for upvotes.
@LZPS99 no problem. Btw, only the first three people you mention get a notification. I didn't get one, just accidentally stumbled upon a comment below.
@mushr0om something like this, or, if you can't make that, a standard cross.
@mushr0om dunno. Devs added one to the cockpit. Basically, a hud that floats in the middle. I don't know a thing about how one would make that.
@ChasingHorizon small basic lesson: go disassemble ships of those who build them all the time. Nobody gave
me
lessons. I can't tell him specific proportions, angles, and optimal technique for ships, as it varies a lot. Sorry.Around 8. Some are better than that, some are worse, but I'd say 8 would be an average.
@mushr0om nope, for in-game. Like the camera we already have as a part, but with zoom. I can make crosshair out of fuselages, but if the zoom works by camera vantage point going forward, that crosshair wouldn't be of any use when the camera is zoomed.
@mushr0om could you create a camera with zoom and/or crosshair?
I like it. Based on the camera floating above the editor, right? Useful for keeping an eye on the entire build while doing details.
@ChasingHorizon if the guy wants to build good ships, I'll tell him what he can improve. I'm not the one to worry about feelings. Making ships on SP, at least ones that can match mine in realism, takes a lot of time and effort. Research before every build, trying to get everything right, being creative and pragmatic. Building a good ship is not an easy task, so why would I go easy?
@ChasingHorizon too many. I don't know where to start. Proportion, armament, details, paint job etc. A battleship would have three to four, rarely five turrets with very large cannons, up to a dozen turrets with smaller (120-130mm) cannons, a dozen AA guns (you can use wing guns for that), and no spike, as it is not effective enough at 20km, the usual fighting distance for a battleship. A battleship would have at least one aircraft catapult, a few lifeboats, a few motor boats, rangefinders, railings, and a lot of other stuff. Black-painted battleship would be too observable at see, making it an easy target. And it's just 39.9m long. Too small for a battleship. You can check the size of the ship in the editor, by opening its properties (right next to drag button).
@rubbishcraft you get that by scaling cockpit to 0 length, if that's what I think it is. It gives you 180* lock-on. But still, if the target is behind you, that's not good enough.
@Bill0411 your ship would probably be bigger in real life. However, on SP, it's around 25m long. The proportion is wrong. My patrol boat is 1:1 scale, also around 25m long.
Nice ship. I have found one flaw tho. Cockpit doesn't rotate with turrets, so anti-aircraft missiles cannot be effectively used.
@Bill0411 @ChasingHorizon an I can help you make much better ships. We know all ship tricks in the game. I can help you (with advice) make them more realistic, and Chase can help you make them more fun.
@Bill0411 why not? I already have a thing going with @ChasingHorizon . Like you, he is building ships that are very effective on SP, but due to their layout, have questionable effectiveness in real life. He's also teasing me for my ships being realistic.
@Bill0411 well, we don't have the armour. If I could use missiles, I would have easily won. However, guns on guns is not what my ships are made for. I tested your ship against one of my ships, and it just can't get through the gun spam close enough to hit your ship with a cannon. In realistic circumstances, however, any one of my ship could launch missiles against your ship from 150+km away, more than 5 times the range of naval guns that would be on a ship like yours. That means I'll have to decline this challenge due to technicalities.
And no. My laptop is not powerful enough to run a server, and barely powerful enough to run one of my ships on MP at 5fps.
Also, the problem with SP and MP is that realistic ship tactics my ships are made for cannot be used. Your ship is making a hailstorm of wing gun rounds, which destroy anything on sight, and my ships use cannons (launching Boom25 with high accuracy), missiles (not working on multi-player), and older cannons with rocket launchers, which also take time to aim, during which time you can spam machine gun fire that can destroy a frigate at 3 miles. Another thing, your battleship is realistically the size of my patrol boat (scaled 1:1), making it unrealistically small target for my weapons. Only way this battle can be fair is if I scale one of my ships down to 0.25% of their size and replace all weapons with wing guns.
Ok, what server?
Yup. We need tracks.
Woops, no doesn't work. You can add control surfaces on the structural wing that way. Structural panel lacks "add control surface" option in its standard settings
Download Overload mod, and enable it. Select the structural panel, and open the Overload window by pressing the new button you'll get on the bottom of your screen. On top of that window, where it says "Part", change it to "Structural panel". Find "Allow control surfaces", and change it from "false" to "True" (capital T). Then open standard structural panel settings and add a control surface.
@Athaya sure, just credit me please. I've worked a lot on this little fish
@MaximusTheMinimus Sukhoi T-50. And yes.
@AdrianFlyingAce I'm making a light armoured vehicle with low part count. A large ship needs a lot of details in order not to look too plain. Because of that, a good low-part ship is not possible. Maybe if I scale the pieces, but that's not how I do it.
@AdrianFlyingAce I can't make one under 1300 parts. As my laptop can't run a build of that size with so many parts, I don't think I'll try that.
The air is simulated as two forces, drag and lift. If it was simulated as particles, it would be more dynamic, and it would allow for things like magnus effect, but it would be difficult for devices to run.
@F104Deathtrap well, you made it. I'll be waiting for more great stuff from you.
@destroyerP you never know when and where the glitch will strike. SimplePlanes has more glitches than actual features, and they are completely unpredictable.
@F104Deathtrap no problem. I would have made the same mistake if I haven't read description. This way, I knew what it is and how to use it. Great job on both details and functionality.
Did you scale the wheels? It can happen if they are scaled.
"!" goes before "[]"
@Loopy200 I'm not a fan of the F-22. It is, however, a nice picture
@Loopy200 no problem
Take a direct link of the picture (ends with jpg, jpeg, or other image format), and write ![text] (link). Remove the space between [] and (). Also, you can leave the text part blank.
Woah, great dive brakes. The floor window is also very useful. Good job on this one.
@ProKillaV12 no problem