Thank you so very much for making this (and making it public), I'm using FT based on this one (see 11qazxc's latest builds for that) to 'power' my upcoming planes (bomber, can be used for all sorts of things). It wouldn't have been possible without your work.
@LotusCarsSub
Haven't thought of that, but that sounds cool! I'm not sure if I can put one in the first edition, but I would love to in later one.
As for helmet, I'd love to see it, but I'll use it only if you're ok with me modifying it (I might use it as is, but might also mod it a lot, lol). Will give you the due credit on the build page though, if I ended up using it.
That would still be better than just putting a camera on a bomb with wings, and flying it like a plane (which is what I've done with my "TV" bomb).
I should see what I can do with the 1-part-HUD variables.
.
How's the GPS bomb coming along btw?
I've figured the idea is basically the same as the autopilot on PQ-14, but I still haven't tried to make a bomb/missile using that tech yet. Something like a cruise missile that destroys ice base missiles might be fun to make though
@TurtlesThatFly
Not sure, never really played with MP cannons (I'm on mobile version). Definitely curious though, I wonder if the kinetic energy of the bomb hitting can be enough to destroy the blocks (explosion will cut connections between blocks even if it can't destroy them, if the boom is big enough).
@ShiroNeko
Thanks:)
I don't build or play with ships much in this game (still experiencing warship burnout from Navalcraft days.. lol (built a lot of ships in that game)), but I definitely wanted to turn the ship combat more fun somehow, and I think this has proven that it can be achieved (I think the tech is still very new/unrefined). Hoping to see people make something better out of this.
@11qazxc
That's great to know, thanks. Doubt I can realize it, but I'll tinker with these variables.
By the way, could you, if possible, modify your RNG custom variable from the gift truck so it returns one of 10 consecutive numbers, like 1,2,3,4,...10, or 0.1,0.2,0.3,...0.9,1? (It seems to return 0,0.25,0.5, or 0.75 as it is now)
Or do I need a whole new FT for this?
I'm working on this flak site (deleted the link as people were randomly stumbling upon it & FT was broken) using winterro's Langley guns and bot activation tech (missile), but want to add some randomness to the fuse so it can explodes either in front of, or behind the target.
Edit:
The thing I linked may not work as intended btw, I messed up guns' activationGroup with my latest modification. I'll make another upload for the release version either way.
@RandomSPGuy
Nah, sorry. I figured anyone could find the page. I said "Go to "Video" and click "create." You'll find a guide there"
And I wasn't wrong about SimpleRockets site actually, I did my verification on that site, account and channel verification are synced with simpleplanes.com.
See this? Same page as the one on this site. https://media.discordapp.net/attachments/973002115993714688/1060579992959991838/IMG_7584.jpg
Next time, read the instructions more carefully, and maybe be a little more grateful for the help you're getting. Never again from me though.
@OrderlyHippo
Yeah, it's really cool. Same/similar tech can be used on a ship/aircrafts too, so it's actually possible to have custom tanker (refueler), aircraft carrier or commercial ships etc. that loam the map following a set route. I'm building a bomber using the tech, but you can do way more with this.
I dunno how easy it would be to build a refuel truck with this though, lol
@RandomSPGuy
You first have to verify your channel on SimpleRockets website, click "create" in the video page, and you should find a yellow button that says verify. It takes you to the page, guide should be there
@Karzigg
Can you upload a ship with the tech unlisted, and tag me on the post? Discord works too, though, if you are on SPBC server. You can find me there, same username.
I'd love to see it and incorporate features from your model into this one, if it actually achieves the purpose of this model better/more efficiently in some ways. I'll definitely give you due credit for your ideas.
If you don't want your tech to become public, though, that's fine too. But in that case, I ask you to stop talking about it here.
@ThatRandomCouchPotato
This is basically a massive square, so that helps. But if you want to reduce parts count, you wanna pay attention to fuselage line and such, and find places where you can simplify the shape. Using larger scale parts where you can helps too (using one 2,2,2 scale 10m cylinder instead of two 1,1,1 scale 5 meter long ones for instance). Also, for an airliner with interior (saw one on your page), I think you don't need a full number of passenger chairs. If you have a first person cam in the cabin, remove ones that you can't see, or use simpler shape to represent them. Just an idea.
Cool idea!
Kinda explodes on its own (even if spawned in the air, w high physics) though, which is too bad (at least on my iphone). Still looks cool! lol
@mire233
It's not really. Armor in this case, is the HP of the buoyancy blocks. My previous version had dedicated "armor block", but I realized it was redundant + didn't work very well in SimplePlanes (since there's no shell penetration).
And ship's HP/survivability is the buoyancy. In other words, the number of remaining buoyancy blocks.
@mire233
It's so they don't get 'deleted' when hit, same for the fake hull. I forgot to mention in this post, but that's another main point of the system (if you build your ship like normal, cannon shell literally deletes parts and it looks really weird)
@11qazxc
1 & 2)
Thanks, that worked. And yeah, I was confused about wpSystem_ctgt_id thing (I didn't know what an activator was). 100 (for both) seems good enough at the moment.
This is an already solved issue, but for the sake record, and maybe to save me or others in the future... I was getting "NaN" on my "Current ID" section of the label initially after the plane reached the first way point, and that confused me--and turns out, I somehow typed in "0" in the part of wpSystemctgtid where you're supposed to enter number of IDs. (It has to be the correct number!) Just leaving it here in case I get the same error in the future and forget why.
wpSystemctgtid variable setter must be zero if Time is less than 0.1s, but Time is global so...
That makes sense. Will try that (replacing Tim with sum(1)) and get back to you.
IDK why it works such way. It only uses coords to get angle to waypoint, and then uses that angle to turn.
Might have something to do with the gyro. It made the plane much more stable, but I wouldn't be surprised if it's interfering with the control surfaces and what they're trying to do.
Not a surprise. ...
Yeah. Not much of an issue anymore, though, thanks to the now bigger horizontal distance requirement.
@Farewellntchii
Thanks, and yeah I agree with you on the autoaim. I think (especially for AI opponent) incorporating RNG to the targeting FT might improve that. Like, variable that adds/subtracts some meters from TargetDistance. I'm working on a reskin of USS Langley by winterro (land flak gun site), and I'm hoping to do something like that with it--so shells can explode in front of, or behind you at "random".
@Yourlocalhuman
It would probably depend on various factors, like explosionScale, velocity, mass, etc. of the missile. In general, this doesn't mix very well with explosive weapons, since big enough explosion can destroy part 'connection' even if it can't destroy the part itself. You can maybe create a missile that works with the system (with weak enough explosion etc.) but I'm not sure yet.
@Bellcat
Thanks! I'd say it's probably not as hard or time-consuming as it might seem though, you just need to decide how much HP you want the ship to have, and save each type of blocks as sub assembly. Connecting each part to the cockpit may be a pain though, in fact. Btw, nice Koishi hat! Didn't expect to see it here lol
@Smeagleandpiss2
It's on hold now, I'm working on other stuff + some important sub systems that I need for the cargo plane. Can't tell you when it's gonna be done, but you can know I haven't abandoned it:)
@UserP194
AI ships. I don't think we have one yet, but we basically have all the techs needed to create one.
We can make them use cannons--see my comment below, we can make them sail in a pre programmed course, and we have auto aim tech that takes bullet trajectory into account. FT's pretty awesome, you know. lol
@IceCraftGaming
+1You're right. I don't remember why I did it on SimpleRockets (I suspect a tutorial/guide took me to the site)
@DatRoadTrainGuy19
Thanks!:)
Tags
@DatRoadTrainGuy19
@alexJgameYTukraine000000
@Aviator01
@Smeagleandpiss2
Uploaded the thing!
Thank you so very much for making this (and making it public), I'm using FT based on this one (see 11qazxc's latest builds for that) to 'power' my upcoming planes (bomber, can be used for all sorts of things). It wouldn't have been possible without your work.
Whoa!
+1Is this related to rexzion's PQ-14/11qazxc's waypoint system, or is it entirely a separate development? I've been working on AI bomber using these techs for the last month or so myself, so I'd curious to see how this works if it's powered by different FTs
My old(ish) forum post
https://www.simpleplanes.com/Forums/View/1694470/Autopilot-with-Predetermined-Course-destination-AI-bomber-concept
Love this!
*idea on how to create one
@Bellcat
Can you spawn AI in MP? I'm on mobile so can't play it, but still curious
Nice hull! Excited to see the finished version.
+1Noticed some faulty connections, though--buoyancy blocks are connected to the exterior shell, so the ship loses its exterior/outer shell when you destroy the buoyancy blocks. Like this https://media.discordapp.net/attachments/973002115993714688/1061631581091012689/IMG_8130.png
You can fix this by disconnecting buoyancy blocks from the exterior shell, and individually connecting them to the primary cockpit.
Check out the description of my damage model page for more thorough explanation, I've done a complete overhaul so it should be clearer.
(Explanation mostly done through images)
https://www.simpleplanes.com/a/9K7E8p/Sinkable-ship-damage-model-buoyancy-Description-Redone
@IAlsoBuildPlane
Thanks!
This tank drives so well, holy crap... lol
@LotusCarsSub
They look great, thanks!
@LotusCarsSub
Haven't thought of that, but that sounds cool! I'm not sure if I can put one in the first edition, but I would love to in later one.
As for helmet, I'd love to see it, but I'll use it only if you're ok with me modifying it (I might use it as is, but might also mod it a lot, lol). Will give you the due credit on the build page though, if I ended up using it.
Oh wait... no... it's spelt "poseable"?! That's impossible.. NOOOOOOOO.... NOOOOO (special edition Vader no)
*No promises on if or when. I will definitely (by that, I'm 75% confident that I will) release the figs at some point
Top one may as well be renamed New Continent, amazing
Everyone,
I've redone the description, and the explanation on how this works is now (hopefully) much clearer and easier to understand. Please check it out!
@rexzion
That would still be better than just putting a camera on a bomb with wings, and flying it like a plane (which is what I've done with my "TV" bomb).
+1I should see what I can do with the 1-part-HUD variables.
.
How's the GPS bomb coming along btw?
I've figured the idea is basically the same as the autopilot on PQ-14, but I still haven't tried to make a bomb/missile using that tech yet. Something like a cruise missile that destroys ice base missiles might be fun to make though
@11qazxc
+1Thanks, counter works too. As long as there's some variation in the detonation time.
@TurtlesThatFly
Not sure, never really played with MP cannons (I'm on mobile version). Definitely curious though, I wonder if the kinetic energy of the bomb hitting can be enough to destroy the blocks (explosion will cut connections between blocks even if it can't destroy them, if the boom is big enough).
@Robomo00119
Hey, thanks, and it's ok, lol
I do feel super clever when my custom landing gear works, that can be hard sometimes.
@ShiroNeko
+1Thanks:)
I don't build or play with ships much in this game (still experiencing warship burnout from Navalcraft days.. lol (built a lot of ships in that game)), but I definitely wanted to turn the ship combat more fun somehow, and I think this has proven that it can be achieved (I think the tech is still very new/unrefined). Hoping to see people make something better out of this.
@11qazxc
That's great to know, thanks. Doubt I can realize it, but I'll tinker with these variables.
By the way, could you, if possible, modify your RNG custom variable from the gift truck so it returns one of 10 consecutive numbers, like 1,2,3,4,...10, or 0.1,0.2,0.3,...0.9,1? (It seems to return 0,0.25,0.5, or 0.75 as it is now)
Or do I need a whole new FT for this?
I'm working on this flak site (deleted the link as people were randomly stumbling upon it & FT was broken) using winterro's Langley guns and bot activation tech (missile), but want to add some randomness to the fuse so it can explodes either in front of, or behind the target.
Edit:
+1The thing I linked may not work as intended btw, I messed up guns' activationGroup with my latest modification. I'll make another upload for the release version either way.
@RandomSPGuy
Nah, sorry. I figured anyone could find the page. I said "Go to "Video" and click "create." You'll find a guide there"
And I wasn't wrong about SimpleRockets site actually, I did my verification on that site, account and channel verification are synced with simpleplanes.com.
See this? Same page as the one on this site.
https://media.discordapp.net/attachments/973002115993714688/1060579992959991838/IMG_7584.jpg
Next time, read the instructions more carefully, and maybe be a little more grateful for the help you're getting. Never again from me though.
@rexzion @11qazxc
+1Do you guys think this is possible?
@IceCraftGaming
+1Probably possible even with the current set up, but you first have to chart the route between two places (I do have a plan to do that)
@RandomSPGuy
Did you even follow my very first instructions?
https://www.simpleplanes.com/Videos/Create
You wouldn't be wasting my time if you did...
Edit
Ok--I said SimpleRockets and that was wrong. Error on my part. Next time look harder yourself though
@RandomSPGuy
Don't ask me. You should do that if you want to upload videos.
@OrderlyHippo
Yeah, it's really cool. Same/similar tech can be used on a ship/aircrafts too, so it's actually possible to have custom tanker (refueler), aircraft carrier or commercial ships etc. that loam the map following a set route. I'm building a bomber using the tech, but you can do way more with this.
I dunno how easy it would be to build a refuel truck with this though, lol
@RandomSPGuy
You first have to verify your channel on SimpleRockets website, click "create" in the video page, and you should find a yellow button that says verify. It takes you to the page, guide should be there
This is a reference to cartridge tilting bug(?) in original Goldeneye 007 for N64.
Here's a video: https://youtu.be/1nPiqvvg_Hs
And another: https://youtu.be/ZXTAK9BR_qk
@Karzigg
Can you upload a ship with the tech unlisted, and tag me on the post? Discord works too, though, if you are on SPBC server. You can find me there, same username.
I'd love to see it and incorporate features from your model into this one, if it actually achieves the purpose of this model better/more efficiently in some ways. I'll definitely give you due credit for your ideas.
If you don't want your tech to become public, though, that's fine too. But in that case, I ask you to stop talking about it here.
Link to the truck (Self driving FT by 11qazxc, NOT ME!!): https://www.simpleplanes.com/a/VFqB7w/Automatic-gift-delivery
Very cool tech with a lot of potential applications.
.
The bit at the end is a sort of teaser for a project I'm working on. Big thanks to rexzion and 11qazxc for making this possible.
@ThatRandomCouchPotato
This is basically a massive square, so that helps. But if you want to reduce parts count, you wanna pay attention to fuselage line and such, and find places where you can simplify the shape. Using larger scale parts where you can helps too (using one 2,2,2 scale 10m cylinder instead of two 1,1,1 scale 5 meter long ones for instance). Also, for an airliner with interior (saw one on your page), I think you don't need a full number of passenger chairs. If you have a first person cam in the cabin, remove ones that you can't see, or use simpler shape to represent them. Just an idea.
This is an extreme end of simplification, but here's my LODfied anti air tank, I think it's a good example nonetheless: https://www.simpleplanes.com/a/4RZI3g/ZSU-23-4-Shilka-LOD-AI-AAA-25-parts-mod-original-base-by-MysteryTimeTraveler
It's got way fewer parts than the original, while keeping the general profile more or less the same
Cool idea!
Kinda explodes on its own (even if spawned in the air, w high physics) though, which is too bad (at least on my iphone). Still looks cool! lol
@Karzigg
Do you have an example of your model that is similar to this? I took a look at your Watcher class FFG, but that was very different from this.
@mire233
It's not really. Armor in this case, is the HP of the buoyancy blocks. My previous version had dedicated "armor block", but I realized it was redundant + didn't work very well in SimplePlanes (since there's no shell penetration).
And ship's HP/survivability is the buoyancy. In other words, the number of remaining buoyancy blocks.
You can read the description of my previous post for more thorough explanation on some of the basics here https://www.simpleplanes.com/a/15q53o/Buoyancy-based-warship-damage-model-tech-demonstrator?redirect=false
+1@mire233
+2It's so they don't get 'deleted' when hit, same for the fake hull. I forgot to mention in this post, but that's another main point of the system (if you build your ship like normal, cannon shell literally deletes parts and it looks really weird)
@11qazxc
1 & 2)
Thanks, that worked. And yeah, I was confused about
wpSystem_ctgt_id
thing (I didn't know what an activator was). 100 (for both) seems good enough at the moment.This is an already solved issue, but for the sake record, and maybe to save me or others in the future... I was getting "NaN" on my "Current ID" section of the label initially after the plane reached the first way point, and that confused me--and turns out, I somehow typed in "0" in the part of wpSystemctgtid where you're supposed to enter number of IDs. (It has to be the correct number!) Just leaving it here in case I get the same error in the future and forget why.
That makes sense. Will try that (replacing Tim with sum(1)) and get back to you.
Might have something to do with the gyro. It made the plane much more stable, but I wouldn't be surprised if it's interfering with the control surfaces and what they're trying to do.
Yeah. Not much of an issue anymore, though, thanks to the now bigger horizontal distance requirement.
+2@RandomSPGuy
Go to "Video" and click "create." You'll find a guide there
@alexJgameYTukraine000000
Spin me round round round...
@ReinMcDeer
Takes skooma and runs away with the tank
Free tanks for everyone! This is a [insert a holiday of your choice] Miracle!
+2Yeah... I gotta fix that.
Download: https://www.simpleplanes.com/a/9K7E8p/Sinkable-ship-damage-model-buoyancy
+1@Farewellntchii
+1Thanks, and yeah I agree with you on the autoaim. I think (especially for AI opponent) incorporating RNG to the targeting FT might improve that. Like, variable that adds/subtracts some meters from TargetDistance. I'm working on a reskin of USS Langley by winterro (land flak gun site), and I'm hoping to do something like that with it--so shells can explode in front of, or behind you at "random".
@FOXG
+1Thanks!
@Yourlocalhuman
+1It would probably depend on various factors, like explosionScale, velocity, mass, etc. of the missile. In general, this doesn't mix very well with explosive weapons, since big enough explosion can destroy part 'connection' even if it can't destroy the part itself. You can maybe create a missile that works with the system (with weak enough explosion etc.) but I'm not sure yet.
@Bellcat
+1Thanks! I'd say it's probably not as hard or time-consuming as it might seem though, you just need to decide how much HP you want the ship to have, and save each type of blocks as sub assembly. Connecting each part to the cockpit may be a pain though, in fact. Btw, nice Koishi hat! Didn't expect to see it here lol
@Smeagleandpiss2
It's on hold now, I'm working on other stuff + some important sub systems that I need for the cargo plane. Can't tell you when it's gonna be done, but you can know I haven't abandoned it:)
@UserP194
AI ships. I don't think we have one yet, but we basically have all the techs needed to create one.
We can make them use cannons--see my comment below, we can make them sail in a pre programmed course, and we have auto aim tech that takes bullet trajectory into account. FT's pretty awesome, you know. lol