The WW2 Destroyers are rather overpowered for what they're intended to be, but I find this to be somewhat reasonable as it puts them on an equal level with the regular destroyers.
Regarding the not-getting-blown-up bit, if you can get past their flak you should be okay (their close-range guns are the same as the regular Destroyers). Getting past the flak is essentially done best by rapid unpredictable evasive maneuvers. Takes some practice, and a lot of aircraft (including things you might reasonably consider for a WW2-era anti-ship mission, like an SBD-3) may not be agile enough to make it through intact.
Given the pretty basic damage systems in the game (if you get hit by a missile or flak, you go boom), there's not all that much else to do, unless you feel like experimenting with part health values via XML or something.
Feels very light despite weighing over 25,000 pounds. The roll and pitch rates are rather different from each other, so I'd suggest either reducing the roll rate or increasing the pitch rate, depending on how maneuverable you want the plane to be. It can be a bit difficult to fly effectively if the roll rate is too much faster than the pitch rate. Also, it's slightly unstable with regards to yaw (it wobbles back and forth for quite a bit after the rudder is returned to center), but this is most likely due to the positions of the engines on the wingtips, and a tad more area on the vertical stabilizers might help.
I had a bunch but I cleared most of them out while in the 1.11/1.12 betas, so now I'm down to mainly the essentials with the exception of the underwater camera (it was causing a lot of lag in the 1.11 beta, haven't gotten around to adding it back yet).
Planes with high part counts are always more difficult to run without lag. However, finding the exact part count that your device is able to run is pretty much down to trial and error.
@FoxDynamicsWeapons Well, there's a way to do it if you're not airborne yet. For example, if you want to do an intercept mission where you fly from Bandit Airport to shoot down a jet taking off from Avalanche, you could spawn at Avalanche (or somewhere else on Snowstone), spawn in the enemy plane, and then change locations to Bandit, before taking off as normal.
@DeveloperKorzalerke Actually, it can affect performance, but for the creation rather than the device. I recall seeing something a while back that said that the physics runs relative to the framerate, which is also why some creations can suddenly behave unpredictably when switching to fast-forward (or occasionally slow-motion), since the rate at which the physics are calculated is suddenly different relative to the distance the creation has moved.
Well, sort of. You can stick parts on detachers, have parts set to different activation groups (e.g. so you can disable one engine at a time, or something), or just have a gun somewhere that points at the part you want to break.
The WW2 Destroyers are rather overpowered for what they're intended to be, but I find this to be somewhat reasonable as it puts them on an equal level with the regular destroyers.
Regarding the not-getting-blown-up bit, if you can get past their flak you should be okay (their close-range guns are the same as the regular Destroyers). Getting past the flak is essentially done best by rapid unpredictable evasive maneuvers. Takes some practice, and a lot of aircraft (including things you might reasonably consider for a WW2-era anti-ship mission, like an SBD-3) may not be agile enough to make it through intact.
Given the pretty basic damage systems in the game (if you get hit by a missile or flak, you go boom), there's not all that much else to do, unless you feel like experimenting with part health values via XML or something.
+1T
+1Looks amazing! Definitely T
+1Feels very light despite weighing over 25,000 pounds. The roll and pitch rates are rather different from each other, so I'd suggest either reducing the roll rate or increasing the pitch rate, depending on how maneuverable you want the plane to be. It can be a bit difficult to fly effectively if the roll rate is too much faster than the pitch rate. Also, it's slightly unstable with regards to yaw (it wobbles back and forth for quite a bit after the rudder is returned to center), but this is most likely due to the positions of the engines on the wingtips, and a tad more area on the vertical stabilizers might help.
Overall, flies very well. Nice work so far!
+1There are only 5 music tracks by default (though they do all sound pretty similar), so it was probably a mod.
+1I had a bunch but I cleared most of them out while in the 1.11/1.12 betas, so now I'm down to mainly the essentials with the exception of the underwater camera (it was causing a lot of lag in the 1.11 beta, haven't gotten around to adding it back yet).
+1lancia iTalia
+1Ooh
T
+1Excluding the AI, I've got about 500 saved, and it's like 147MB or something.
+1Planes with high part counts are always more difficult to run without lag. However, finding the exact part count that your device is able to run is pretty much down to trial and error.
+1Ooh hey I can update XMLs now, can't I?
Nice.
+1@X99STRIKER Ah yes, gold.
+1T
+1T
+1Lancia-Italia
+1@FoxDynamicsWeapons Well, there's a way to do it if you're not airborne yet. For example, if you want to do an intercept mission where you fly from Bandit Airport to shoot down a jet taking off from Avalanche, you could spawn at Avalanche (or somewhere else on Snowstone), spawn in the enemy plane, and then change locations to Bandit, before taking off as normal.
+1@DeveloperKorzalerke Actually, it can affect performance, but for the creation rather than the device. I recall seeing something a while back that said that the physics runs relative to the framerate, which is also why some creations can suddenly behave unpredictably when switching to fast-forward (or occasionally slow-motion), since the rate at which the physics are calculated is suddenly different relative to the distance the creation has moved.
+1Looking great!
+1Well, sort of. You can stick parts on detachers, have parts set to different activation groups (e.g. so you can disable one engine at a time, or something), or just have a gun somewhere that points at the part you want to break.
+1Epic!
+1Ooh, it has landing gear now! Nice!
+1Ooh, I like those wings
+1Awesome!
Definitely T
+1Try
+1smooth(Activate7,1/x)
, where X is the number of seconds you want the delay to be.Looks good, maybe try nudging the USAF emblems a bit further down so they're almost flush with the wings.
+1Nice
+1Try reducing the size of the wing.
+1@DeveloperKorzalerke Not a problem if you simply carry the magma with you
+1Congrats! Now instead of making planes in a videogame, you can help make planes in real life. That's really cool!
Also T on the low part version (and a low-part Miromiro if you happen to make one)
+1@PPLLAANNEE Ah yes, that was fun
+1@Dathcha Debatable, some of the tundra/glacier areas around Snowstone could count as larger, depending on how loosely you define "flat".
+1Thanks!
+1T
+1The minimum to have images directly in descriptions/forum posts is 200 points, correct?
+1T
+1Picture has been updated
+1get banned oui oui
Hi Lizzie's mom :D
God bless the US Army!
@urlocalgorillawithaspork I wouldn't know
@YOURGORILLA1246 oh
oh no
poor kitty :(
@YOURGORILLA1246 ooh ooh I know this one
...gyrostabilizers?
wait, you're supposed to open them?
It's a single-player offline game. There is no "dead."
I don't but I seem to be pretty good at avoiding.
eagle_screech.mp3
hap birdty
@StockPlanesRemastered *yro'ue
Yes, yes, and yes.
@AviationLover12345 yeah
There's also other tags (Mod, CM, Curator, etc.) but those are only given to specific people.