@Lele182 looking at this model, I believe you. You obviously know stuff about PC-6. If you keep this level of quality on your future builds, you'll get very far very quickly. Welcome to the community.
@BlazeInfinity under dictatorship that enforces 5 day work week instead of 6 day one common everywhere else, 8h shifts, large salaries, full freedom...? Just because you can't vote for a new government, doesn't mean that the current one is bad.
@BlazeInfinity eh, you do understand that Somalia is still decentralised. It would be safer and more functional as a part of a powerful and well organised country?
Just one suggestion, edit the post to give it a nice name, maybe even a designation. If it doesn't match any real airship, make it up. WW1 Zeppelin is kinda generic.
If you have used a part form somebody else plane, you should give credit for the part. If it's a successor, I don't think you need to repeat what the site already automatically says.
@BACconcordepilot one unit is 0.5m. Standard Unity unit is 1m. Unit on SP is half of that.
@chancey21 I guess devs wanted to make the game with imperial system, but it was easier to just use standard Unity unit or its fraction as a unit in editor. That's my best guess.
Nice work. Also, to notify someone about your comment (tag), you should put @ in front of their username in your comment. You can tag up to three people in each comment.
@ShatSlanger I'm trying to make the concept so that devs can make it "on a lunch break". Of course, it's still not really that simple, but still... Whichever is easier to make works for me.
Very well done. Lacks a bit in a fuel department, and it's a bit slow, but other than that, great job. Since I see you have xml edited some parts (through Overload mod, I guess), you can set mass of a large fuselage block to 0, fill it with fuel, and set scale to "0.25,0.25,0.25". Then just hide it in a plane. As for speed, increase "PowerMultiplier" (again through Overload mod).
Very well done. You used most of the tricks for shipbuilding. It looks good and sails quite well. There's just one trick you haven't used: vertical stabilizer. You should have added a vertical stabilizer hidden inside the hull to keep the boat on course and prevent drifting sideways in sharp turns.
This would, in 1:1 scale, be an average WW2 destroyer of over 100m. It's a nice ship, but misses the challenge specifications. You might want to reupload it as not a successor to my challenge, so I don't get successor points for a ship I won't rate. However, I do like it. Tag me on it when you reupload it, or tell me to upvote this one.
Nice work on the design. On the other hand, a lot more could be done on functionality. You can use Overload mod to set those Pitch control surfaces on wings to make them flaps, and you could have made the gear retractable. You can use Overload mod to set rotators to "LandingGear" input and to disable collisions on parts, so the gear can retract into engine nacelles.
There's a better way than activation group. Attach the missile to the big side of the detached, attack detached to the plane by the small end, and attach the custom missile body to the rear flat side of the detached.
@JayAr when you edit it, make a few random changes (drag a part from the list, place it, delete it), and hit "Undo". That refreshes the editor, and changes take effect.
@JayAr I use a trial-and-error approach to building. I start with an idea, and tweak it until it's right. It's near impossible to make a tutorial on that. I don't have any particular system
@Lele182 looking at this model, I believe you. You obviously know stuff about PC-6. If you keep this level of quality on your future builds, you'll get very far very quickly. Welcome to the community.
+1@BlazeInfinity under dictatorship that enforces 5 day work week instead of 6 day one common everywhere else, 8h shifts, large salaries, full freedom...? Just because you can't vote for a new government, doesn't mean that the current one is bad.
+1@BlazeInfinity eh, you do understand that Somalia is still decentralised. It would be safer and more functional as a part of a powerful and well organised country?
+1@FGW2014 you can try smaller ships. Problem with big ones is detail per square meter. Don't put enough, and it looks empty.
+1@ThomasRoderick LST, basically. Main inspiration was Ropucha class
+1Why risk lives of marines when the guns you see are (in real life) effective at the range where pirates can't shoot back?
+1@IisFailing no problem
+1This is a very nice ship. Good job.
+1Just one suggestion, edit the post to give it a nice name, maybe even a designation. If it doesn't match any real airship, make it up. WW1 Zeppelin is kinda generic.
+1Having finally tested this build in flight, I see it deserves a lot more attention. Here's a spotlight.
+1It jumps on takeoff, and I'm not a fan of missiles being placed into each other. Other than that, good job.
+1If you have used a part form somebody else plane, you should give credit for the part. If it's a successor, I don't think you need to repeat what the site already automatically says.
+1@BACconcordepilot one unit is 0.5m. Standard Unity unit is 1m. Unit on SP is half of that.
+1@chancey21 I guess devs wanted to make the game with imperial system, but it was easier to just use standard Unity unit or its fraction as a unit in editor. That's my best guess.
@RedstoneAeroAviation oh, a failed German destroyer-size corvette :)
+1@Thecatbaron no problem buddy.
+1Nice work. Also, to notify someone about your comment (tag), you should put @ in front of their username in your comment. You can tag up to three people in each comment.
+1@Ihavenorealideawhatiamdoing woops, I missed that. I never say "nozzle flash", except three times in a row today XD
+1@ShatSlanger I'm trying to make the concept so that devs can make it "on a lunch break". Of course, it's still not really that simple, but still... Whichever is easier to make works for me.
+1@Carsong1017 that's how much I was getting on my laptop on high settings
+1On slow and heavy planes like this one, use Flat bottom airfoils on main wings, and symmetric only on tail.
+1It looks great so far.
+1@Minecraft543 I'm making a TBM truck. It's pretty much done, but I have to finish some details and write a description.
+1Very nice
+1What I love about this background is that there's plenty of places to pick for your build. Hard thing is getting the build there for screenshots.
+1An example, taken under the trees right of the runway.
@Andrew1 it has been released a few days ago. I'll tag you on the post.
+1@GhostHTX you can clip a wing gun, but you can't set it to flares input, and can't set flares to gun input.
+1@Stellarlabs refer to this post for missile xml properties.
+1Very well done. Lacks a bit in a fuel department, and it's a bit slow, but other than that, great job. Since I see you have xml edited some parts (through Overload mod, I guess), you can set mass of a large fuselage block to 0, fill it with fuel, and set scale to "0.25,0.25,0.25". Then just hide it in a plane. As for speed, increase "PowerMultiplier" (again through Overload mod).
+1Nice landscapes. It would be nice to see similar ones on SP, instead of a few tiny islands.
+1Very well done. You used most of the tricks for shipbuilding. It looks good and sails quite well. There's just one trick you haven't used: vertical stabilizer. You should have added a vertical stabilizer hidden inside the hull to keep the boat on course and prevent drifting sideways in sharp turns.
+1Yay, Serbia! M.Corp Air Force roundel is actually based on that one :)
+1Good job.
This would, in 1:1 scale, be an average WW2 destroyer of over 100m. It's a nice ship, but misses the challenge specifications. You might want to reupload it as not a successor to my challenge, so I don't get successor points for a ship I won't rate. However, I do like it. Tag me on it when you reupload it, or tell me to upvote this one.
+1Very functional. Good job with boat doors. My only ship with boats had a simple ramp in the rear.
+1Nice work on the design. On the other hand, a lot more could be done on functionality. You can use Overload mod to set those Pitch control surfaces on wings to make them flaps, and you could have made the gear retractable. You can use Overload mod to set rotators to "LandingGear" input and to disable collisions on parts, so the gear can retract into engine nacelles.
+1@MK82 I have covered the wings with fuselage blocks. It's the usual way of making them look better.
+1@ThomasRoderick yup, I'm inventor of chaffy muzzle flash :)
+1@Redstreak45 thanks. I'm glad you like it.
+1It has been tried by a few users. As far as I know, all attempts to get those missiles failed.
+1There's a better way than activation group. Attach the missile to the big side of the detached, attack detached to the plane by the small end, and attach the custom missile body to the rear flat side of the detached.
+1Beautiful logo. I'm looking forward to seeing what your group will produce.
+1@JayAr when you edit it, make a few random changes (drag a part from the list, place it, delete it), and hit "Undo". That refreshes the editor, and changes take effect.
+1@JayAr they are made entirely out of fuselage blocks. I have used a lot of xml editing to get them right, through Overload mod and Fine Tuner mod.
+1@JayAr I use a trial-and-error approach to building. I start with an idea, and tweak it until it's right. It's near impossible to make a tutorial on that. I don't have any particular system
+1@irishsniper70 thanks buddy
+1Eh, who put a girl and a battleship in a teleport together?
+1I knew about the propeller torque. But a plane with two jet engines shouldn't be doing that. It's a drag glitch
+1For the best effect, set mass of the fuselage body (part by part) to "0" using Overload mod.
+1It does 83 in a 45mph wind. I tried to make a sailboat with fuselage sails, forgetting that sails are not planks but airfoils. Good thinking.
+1First XD
+1PropEngineAdvanced tab, and edit "Power" and max rpm
+1