they really need to add a xml variable for weapon firing order, so that you can control which weapon drops first in weapon bay.
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as far as i know the order that weapons fire in is pretty much dark magic/esoteric knowledge, but the main order i’ve noticed it follows is outside to inside (X position), alternating left to right, then front to back (Z position), Y-position does not matter, (which often results in my weapon bay detonating violently as the top row of weapon is slammed into the bottom) but sometimes it just completely breaks this pattern and goes inside to outside or front to inside to back or sometimes just “a little bit of this and a little bit of that” random ahh order. I think copying/mirroring messes up the order because there’s a logical error in the code, and that rapidly spirals out of control as you add more weapons.
also i found this cool site for getting ideas on designs here it’s got tons of great images, as well as some interesting info.
@Kikikokikomarumaru15000 @Graingy i think he is referring to “loyal wingman drone” like the collaborative combat aircraft (CCA) concept which would basically be a drone that can help assist the main aircraft.
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making a good one in SP would be hard but you could probably start with a “formation flight” like this video and work from there
@aeroplanefan Wing flex can happen on any blue print no matter the design. I removed it by setting all the wing types to structural.
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To do this just open the XML editor and change the partType to Wing-2, and make sure you click auto-reconnect, because changing part type will remove all connections.
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Also, you can add control surfaces to structural wings with XML by selecting the dropdown menu where it usually say Part and selecting Wing then change the allowControlSurfaces Value to True.
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Here's a link to XML Editing Guide
. List of All XML values
. Funky Trees XML
@JA311M I'm on pc as well
also tried your jammer and it works for the default missiles, but you can mod missiles to still track kill it: Here's a link to the missile.
More speed is required to dodge them.
Very nice, the design reminds me of concepts for the Japanese F-3 fighter.
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one thing that bugs me though is when switching maneuver mode off, the elevator can get stuck. Make sure to set zeroOnDeactivate to true on the rotator
@Mitterbin thanks
+1@KPLBall why not?
@EnglishGarden @deutschFELLA @JBPAviation
@B1BLancer @DeeganWithABazooka @DARZAVIATION
they really need to add a xml variable for weapon firing order, so that you can control which weapon drops first in weapon bay.
.
as far as i know the order that weapons fire in is pretty much dark magic/esoteric knowledge, but the main order i’ve noticed it follows is outside to inside (X position), alternating left to right, then front to back (Z position), Y-position does not matter, (which often results in my weapon bay detonating violently as the top row of weapon is slammed into the bottom) but sometimes it just completely breaks this pattern and goes inside to outside or front to inside to back or sometimes just “a little bit of this and a little bit of that” random ahh order. I think copying/mirroring messes up the order because there’s a logical error in the code, and that rapidly spirals out of control as you add more weapons.
also i found this cool site for getting ideas on designs here it’s got tons of great images, as well as some interesting info.
+2@Kikikokikomarumaru15000 @Graingy i think he is referring to “loyal wingman drone” like the collaborative combat aircraft (CCA) concept which would basically be a drone that can help assist the main aircraft.
.
making a good one in SP would be hard but you could probably start with a “formation flight” like this video and work from there
cool
+1t
t
one of my favorite Battleships, along with the Nelson and Agincourt
@aeroplanefan Wing flex can happen on any blue print no matter the design. I removed it by setting all the wing types to structural.
.
To do this just open the XML editor and change the
partTypetoWing-2, and make sure you click auto-reconnect, because changing part type will remove all connections..
Also, you can add control surfaces to structural wings with XML by selecting the dropdown menu where it usually say
Partand selectingWingthen change theallowControlSurfacesValue toTrue..
Here's a link to
XML Editing Guide
.
List of All XML values
.
Funky Trees XML
yeah snap-roll can be really annoying sometimes, here is a link to the fixed version https://www.simpleplanes.com/a/7rX66v/fixed
######Heading 1
+1i love mig-ers
+1and I thought I had a lot of missiles XD
+2very nice build btw
T
@SupremeDorian Thanks
bruh why wont mine show as a successor
is the challenge closed at may 23, or is may 23 the last day to enter?
flat bottom wings be like:
+3@keiyronelleavgeek566 thanks
+1now i can bring pookie with me
+4@JA311M here The reason it was a nuke because I tested it on faster jammer. This version is much smaller explosion.
@JA311M I'm on pc as well
also tried your jammer and it works for the default missiles, but you can mod missiles to still track kill it: Here's a link to the missile.
More speed is required to dodge them.
@JA311M are you on pc or mobile?
@JA311M true, but this jammer was designed specifically to survive OP xml missiles Like This, so it had to be really powerful.
cool
hey pookie
+1what the heli
+2really cool design
t
+1nice, reminds me of m60a1
+1@MizeaO pike tuah
t
+1A dog walked into a tavern and said, “I can't see a thing. I'll open this one” 🤣🤣
+1@Rb2h bro had a vision fr
+3i’m floggin it
+2@Graingy everything reminds me of her . . . 🥀🥀🥀
bro really dropped the f bomb 😛
boat
+1poggers
boat
a bit bri-ish innit?
+1pogger
@griges you could make another impact gun but with positive impact and set it’s
+1lifetimereally low so it cancels out the first one before it hits youflunker :3
Very nice, the design reminds me of concepts for the Japanese F-3 fighter.
+1.
one thing that bugs me though is when switching maneuver mode off, the elevator can get stuck. Make sure to set
zeroOnDeactivatetotrueon the rotatortest
boat
+1this is actually pretty useful for making missiles that turn good in close ranges, but are still fast
+1