I looked this up (SNR-75) on the web for my SA-2 inspired SAM site build, and what do you know, a dedicated replica of the radar, by itself, made in SP shows up as the second top result. lol
Mine will have waaay fewer pieces, but damn, this looks good and I'm glad it exists. Really dunno what you're gonna use this for though, lol Nice build.
@DatRoadTrainGuy19
Thanks! And you're welcome:) Good on you for trying to work it out.
I will probably release the figure by itself as a separate thing later
@DatRoadTrainGuy19 @ThatNewt
Thanks for worrying RoadTrainGuy, it's fine though, Newt and I know each other (since before I came to SP). And I've already eaten my apple. lol
Also, I'm mostly done with the new cop fig, here's some pics link1 link2 link3
It's not a walker, but you can pose it with relative ease. (You might notice he looks like Vice City cops)
@11qazxc @rexzion
Hey, I just realized... if you add a device that lets you set and change numbers (like this (link), practical example of Aweyer26's smooth function memory rotator), and replace coordinates in the FT with these numbers, you can set target coords mid flight and make your plane fly anywhere. I guess having preset coordinates for actual in-game landmarks (places) might be better than trying to manually entering XYZ coords using trim though.
Regardless... man, this is really cool.
If you're talking about some kind of auto aim cannon on a rotator, you can use rotator's current angle variable.
Name them TatorA and TatorB or something, and replace cannon's activation group with something like: abs(TatorA) < 10 & abs(TatorB) < 10
Off the top of my head, something like--
-Ability to set UI scale for designer and in-flight separately
-Customizable individual button size & placement for inflight screen (for mobile), and
-Ability to change UI scale in designer & inflight screen (without exiting them)
@OrderlyHippo @11qazxc @rexzion
(Let me know if you don't need or want to get tagged)
First decent prototype using B-36. I'll publish it later after I'm done making a few more modifications. This one is using original PQ-14 FT, so no waypoint system yet. https://www.simpleplanes.com/a/J9N6c0/PQB-36-AI-bomber-AIB-YG-v1
Set to fly 1700m (I think), and bomb Yeager airport's runway. Flies at around 540kph max in my usual testings. Spawn this near Wright, or somewhere between Wright and Yeager.
Bomb trigger, dropping delay, and course heavily affects the accuracy. Waypoint system will probably improve accuracy (sorry, haven't tested your modified version yet 11qazxc), but trigger needs improvement as well (it needs to adjust to current altitude). Some RNG like element might be great also, if that's even possible (can be based on speed, heading, etc.)
It's pretty fun though, spawn like 5 of them, and you get a pretty neat formation of bombers.
It seems either terrain or other aircrafts lose collision when the distance between you and them are further than about 45km. Stuff on the ground sink through the land, touch water and get destroyed. That's shorter than distance between Wright and Yeager (which is about 57km). Happens on my game at least.
In game physics/graphics/terrain settings don't seem to matter (tested with low, mid and high). Consideration for where you spawn bombers and ground targets, or in what order.
@OrderlyHippo @11qazxc
Oh no, I mean, the SAM launcher must be critically damaged (ie cockpit detached from the rest--no actual damage required) so the AAA don't target and shoot it (which would be friendly-fire).
But you can't use missiles once you are CD-ed (weapon ammo goes to 0 regardless of whether the part is intact or not*), so the 'missile' part of the SAM system must work on a different mechanism.
Luckily, critical damage state doesn't necessarily make you lose your fuel or disable FT on it (see MysteryTimeTraveler's Shilka), so I think it's possible to build SAM that fires automatically based on target distance, and guides itself to target with FT gyro or something.
As for dodging, maybe it can have bad maneuverability (like SA-2), or use some other means to make them only target bombers (spawn order and distance to each other upon spawn might effect who targets who).
As long as player can dodge it, though, it should be good enough as a target for SEED scenario.
*there's a bit of workaround for this if you use detachers, but only works with unguided projectiles like bombs, and rockets. Not possible with cannons or missiles AFAIK.
@OrderlyHippo
I think you'll be convinced once you see my prototype, it's really fun, and more refuned version should give you a lot of options to create a custom mission scenario in freeloam mode. Will tag you once it's published.
Anyone seen or have a gyro/control surface guided "missile" btw?
I want to have SAM along with enemy AAA tanks
(I'm using MysteryTimeTraveler's ZSU-23-4 Shilka for testing, it works nicely), but these FT AAA target anything "alive", and actual missile parts in the game needs your plane to be alive (not "critically damaged" yet), so a different type of guidance method is needed.
Thanks 11qazxc. Reading the description, this looks pretty cool. I'll have to test and study this.
I've got my first proof-of-concept prototype bomber (with original rexizon FT) made and tested (plus a video demonstrating it), so I'll probably test this once I upload the thing (to get more people interested in the idea). It's looking super promising so far, and if way point system works (assuming I can understand it), I think it's gonna add a lot of extra play value to the game (since you can create custom scenarios, formation bombing, escort/interception, SEED... so much stuff. I can do this with current (original) FT, but planes just fly in circle once they drop bombs)
@C47skytrain
No worries, I'm still trying to figure out appropriate damage myself.
The reason I I lowered 50cal damage a lot though, is so it doesn't destroy tanks and other 'armored' vehicles in like 10 seconds. Default 25 damage gun could blow up a tank with 10000 hp blocks for armor really quick (.50 cap shouldn't even be able to do damage to the frontal armor of a post ww2 heavy tank, but the game doesn't have thickness value, so high HP and modified weapon damage is the best we can do now)
For a similar reason I tend to lower wing gun damage of my aircraft as well, but again, still trying to figure out what's a good value (you can also increase part HP, so you don't want to make it too weak or too strong).
Oh and yeah, I messed up the shotgun when I uploaded the thing lol It's just hidden though, so unhide and it comes back
@FirstFish83828
I think that walker* is gone, but I'm working on a better version. May take a while to publish
*I mean the modified version I made, base walker is by pancelvonat and there's a link in the description above
@OrderlyHippo
Nah it's fine, figured that was a brain fart of sort, lol Besides, the example really did help me improve my understanding of it. I hD read PID page of Snowflake's Funky Trees Guide many times before, but I just couldn't get it. I think that was due to the lack of practical example on the page.
I'll re-read your comment later. Check this post in the mean time, it might interest you. https://www.simpleplanes.com/Forums/View/1694470/Autopilot-with-Predetermined-Course-destination-AI-bomber-concept
You may be able to use rexizon's PQ-14 FT (link in the post comments) for something like a loitering missile- no nvm, I might be thinking of someone else
@rexzion
Thanks, didn't expect to get a working example. Glad you made it.
Just played around with it, made some super basic modifications, and we've got our (maybe first) spawnable AI bomber.
Spawn it near Bandit, and it should drop bombs somewhere within the runway.
Now, if you strap-on a nuke on this thing, spawn some "friendly" buildings and static aircrafts you need to defend, you get an actual high-threat target that you want to shoot down over the ocean. Nice and easy custom mission basically. You can even spawn some custom AA vehicles, and make them aggro at the bomber via some means. I'm thinking, maybe put a super long range missile w/low fuel time (so it won't actually hit anything) on your enemy bomber, .
Anyway, I have a low part B-36 just for this occasion, so I'll tinker with the concept later. Looking very promising though. Needless to say, feel free to experiment with the idea if you feel like it.
Tagging since you guys might want to see it in action also. It's a proof of concept
@11qazxc
@PlaneFlightX
@hpgbproductions
Forgot to mention something.
PlanariaLab's GoldPrix Win machine (https://www.simpleplanes.com/Videos/View/1664851/Gold-Prix-000)
seems to be the closest thing to this, but I'm not sure if it works on a similar principle as this.
Is there a way to add "Read more/Less"/toggle-able "how/hide" text to description? Noticed older plane pages have these (apparently due to old site design). Would be great if I can make my long fictional lore text hide-able.
@SPAircraftOfficial
Hey,
just saw a very cool technique for building transparent windows of any shape. Looks easy to work with as well, you might want to check it out:)
<https://www.simpleplanes.com/a/5Rh6q0/Mobil-Frendly-Windows>
@ZeroWithSlashedO
Aw man, so that was a bug. That sucks.
My FT does get weird (corrupted?) too sometimes, perfectly fine code stops working and I don't know why. Nice build/jet though, nonetheless. (I love high mounted wings and I love F1 lol)
@OrderlyHippo
Thanks, these examples (including the other one on gyro page) helped me understand it a lot. Still don't know what the heck is going on with it, but I now have a vague picture. What I made so far is really weird though, like (I think) it's supposed to keep the plane's pitch angle to 0, but it tries to flip 180 degrees and fly upside down (if it's still flying). Still got a long way to go, lol
I came up with a rotator that stores current altitude using smooth function though (will upload the whole thing later), so I can at least achieve similar function with something I know better. Code will probably be a lot more simple and efficient once I understand how to make PID FT in the game though.
Had to trim down the input multiplier for mobile control (too crazy for me, lol), but this is really cool.
Nice exterior design (easily one of my favorite F-111 on the site) and really cool FTs, I can learn a lot from the latter especially. Great job!
Here's an undocumented camera attribute called lookBackTranslation.
lookBackTranslation (X, Y)
*This goes into CameraVantage
It moves your camera position sideways when you look behind (+ 90 degrees sideways?) so you can look over your seat and stuff.
You must enable "AutoCenter" for this to work.
First number (X) is how much your camera moves sideways/in X axis.
I'd say somewhere around 0.4 is practical for a 1:1 scale single seater.
Second number, Y, is how much your camera moves horizontally at the same time. You can keep it at 0 unless you specifically need it to move vertically.
I don't think there's a Z axis movement for this attribute.
Also, here's a custom FT piston I made before I knew it existed and how it worked. This doesn't require auto center to be ON, so a thing like this might have some utility over the lookBackTranslation.
https://www.simpleplanes.com/a/SSBiVd/Look-behind-camera-piston-FT
@ThomasRoderick
Thanks for the additional confirmation (I'll continue to pay attention to that). Would really love it if the game had all attributes visible all the time..
*Correction, second number is for vertical movement
@OrderlyHippo
Ok, I'm totally lost with rate(Altitude) thing.. if you have a good (and preferably not too complex) example for this, I'd be happy to study that. In the meantime, I think I'll have to publish my jet with the aforementioned FT of my own (bummer! Haha)
@OrderlyHippo
Yeah, I didn't even know it was a thing in the game (I've just noticed, I think maybe flight computer has this by default). I should post this on SimpleCheat page. Hope it gets added to the list soon
@OrderlyHippo
Thanks, that may be just what I needed! :)
I wanted to make it work on any altitude for a while, but couldn't tell which thing I had to use. I've even developed this system further (initially as a substitute for that) so I can manually tell what altitude I want it to climb to and stay at (works all right)
Still gotta try and understand how rate works though.
Also, thanks for the recommendation, I'll be sure to check out his builds, sounds pretty cool
This is nice!
+1I really hope FT operated AI vehicles catch on. Nice design, too
I looked this up (SNR-75) on the web for my SA-2 inspired SAM site build, and what do you know, a dedicated replica of the radar, by itself, made in SP shows up as the second top result. lol
Mine will have waaay fewer pieces, but damn, this looks good and I'm glad it exists. Really dunno what you're gonna use this for though, lol Nice build.
@DatRoadTrainGuy19
Thanks! And you're welcome:) Good on you for trying to work it out.
I will probably release the figure by itself as a separate thing later
@DatRoadTrainGuy19 @ThatNewt
Thanks for worrying RoadTrainGuy, it's fine though, Newt and I know each other (since before I came to SP). And I've already eaten my apple. lol
Also, I'm mostly done with the new cop fig, here's some pics
link1
link2
link3
It's not a walker, but you can pose it with relative ease. (You might notice he looks like Vice City cops)
I kinda forgot I made this thing. Gotta upload this soon.
@ThomasRoderick
I didn't know "time" was a thing in FT (just learned another FT that uses "time" from hpgproductions also). Honestly mind blown.
Edit:
+1Oh wait, that's not a single link... I thought the rocket launcher/parachute thing was the only one. lol
I should check the other ones also
@DatRoadTrainGuy19
Sorry, no new update on that yet. I think I'll work on cop figs this weekend though, got some ideas to improve the current ones.
@11qazxc @rexzion
+1Hey, I just realized... if you add a device that lets you set and change numbers (like this (link), practical example of Aweyer26's smooth function memory rotator), and replace coordinates in the FT with these numbers, you can set target coords mid flight and make your plane fly anywhere. I guess having preset coordinates for actual in-game landmarks (places) might be better than trying to manually entering XYZ coords using trim though.
Regardless... man, this is really cool.
@winterro
Glad to help, you're welcome
If you're talking about some kind of auto aim cannon on a rotator, you can use rotator's current angle variable.
Name them TatorA and TatorB or something, and replace cannon's activation group with something like:
abs(TatorA) < 10 & abs(TatorB) < 10
I'd love more UI customization options.
Off the top of my head, something like--
+3-Ability to set UI scale for designer and in-flight separately
-Customizable individual button size & placement for inflight screen (for mobile), and
-Ability to change UI scale in designer & inflight screen (without exiting them)
@StugnaATGM
Thanks:) Not the best solution, but this, at least I can understand.. lol
@ThomasRoderick hey, you might be interested in this
+1@OrderlyHippo @11qazxc @rexzion
(Let me know if you don't need or want to get tagged)
First decent prototype using B-36. I'll publish it later after I'm done making a few more modifications. This one is using original PQ-14 FT, so no waypoint system yet.
https://www.simpleplanes.com/a/J9N6c0/PQB-36-AI-bomber-AIB-YG-v1
Set to fly 1700m (I think), and bomb Yeager airport's runway. Flies at around 540kph max in my usual testings. Spawn this near Wright, or somewhere between Wright and Yeager.
+2Bomb trigger, dropping delay, and course heavily affects the accuracy. Waypoint system will probably improve accuracy (sorry, haven't tested your modified version yet 11qazxc), but trigger needs improvement as well (it needs to adjust to current altitude). Some RNG like element might be great also, if that's even possible (can be based on speed, heading, etc.)
It's pretty fun though, spawn like 5 of them, and you get a pretty neat formation of bombers.
@NOTDragonCrafting
Thanks! It was a fun brain excersize 😁
Thank you, @lewishasnoiq !
+1@OrderlyHippo
+1Damn, you're right. I musta misunderstood the cause. This is great though, now I can build a SAM site, thanks for the tip
It seems either terrain or other aircrafts lose collision when the distance between you and them are further than about 45km. Stuff on the ground sink through the land, touch water and get destroyed. That's shorter than distance between Wright and Yeager (which is about 57km). Happens on my game at least.
+1In game physics/graphics/terrain settings don't seem to matter (tested with low, mid and high). Consideration for where you spawn bombers and ground targets, or in what order.
@OrderlyHippo @11qazxc
Oh no, I mean, the SAM launcher must be critically damaged (ie cockpit detached from the rest--no actual damage required) so the AAA don't target and shoot it (which would be friendly-fire).
But you can't use missiles once you are CD-ed (weapon ammo goes to 0 regardless of whether the part is intact or not*), so the 'missile' part of the SAM system must work on a different mechanism.
Luckily, critical damage state doesn't necessarily make you lose your fuel or disable FT on it (see MysteryTimeTraveler's Shilka), so I think it's possible to build SAM that fires automatically based on target distance, and guides itself to target with FT gyro or something.
As for dodging, maybe it can have bad maneuverability (like SA-2), or use some other means to make them only target bombers (spawn order and distance to each other upon spawn might effect who targets who).
As long as player can dodge it, though, it should be good enough as a target for SEED scenario.
*there's a bit of workaround for this if you use detachers, but only works with unguided projectiles like bombs, and rockets. Not possible with cannons or missiles AFAIK.
Thanks for spotlights and upvotes!
+1@OrderlyHippo
+1I think you'll be convinced once you see my prototype, it's really fun, and more refuned version should give you a lot of options to create a custom mission scenario in freeloam mode. Will tag you once it's published.
Anyone seen or have a gyro/control surface guided "missile" btw?
I want to have SAM along with enemy AAA tanks
(I'm using MysteryTimeTraveler's ZSU-23-4 Shilka for testing, it works nicely), but these FT AAA target anything "alive", and actual missile parts in the game needs your plane to be alive (not "critically damaged" yet), so a different type of guidance method is needed.
Thanks 11qazxc. Reading the description, this looks pretty cool. I'll have to test and study this.
+1I've got my first proof-of-concept prototype bomber (with original rexizon FT) made and tested (plus a video demonstrating it), so I'll probably test this once I upload the thing (to get more people interested in the idea). It's looking super promising so far, and if way point system works (assuming I can understand it), I think it's gonna add a lot of extra play value to the game (since you can create custom scenarios, formation bombing, escort/interception, SEED... so much stuff. I can do this with current (original) FT, but planes just fly in circle once they drop bombs)
@glueisglue
+3Thanks for the feedback, I was thinking of making other countries weapons in a similar style. Will do in the future (probably not soon)
@C47skytrain
No worries, I'm still trying to figure out appropriate damage myself.
The reason I I lowered 50cal damage a lot though, is so it doesn't destroy tanks and other 'armored' vehicles in like 10 seconds. Default 25 damage gun could blow up a tank with 10000 hp blocks for armor really quick (.50 cap shouldn't even be able to do damage to the frontal armor of a post ww2 heavy tank, but the game doesn't have thickness value, so high HP and modified weapon damage is the best we can do now)
For a similar reason I tend to lower wing gun damage of my aircraft as well, but again, still trying to figure out what's a good value (you can also increase part HP, so you don't want to make it too weak or too strong).
Oh and yeah, I messed up the shotgun when I uploaded the thing lol It's just hidden though, so unhide and it comes back
+2@32
(Late but) thanks!
@FirstFish83828
I see... Sir/ma'am, I need to ask you a few questions about the cargo of the truck.
@FirstFish83828
I think that walker* is gone, but I'm working on a better version. May take a while to publish
*I mean the modified version I made, base walker is by pancelvonat and there's a link in the description above
@OrderlyHippo
+1Nah it's fine, figured that was a brain fart of sort, lol Besides, the example really did help me improve my understanding of it. I hD read PID page of Snowflake's Funky Trees Guide many times before, but I just couldn't get it. I think that was due to the lack of practical example on the page.
I'll re-read your comment later. Check this post in the mean time, it might interest you.
https://www.simpleplanes.com/Forums/View/1694470/Autopilot-with-Predetermined-Course-destination-AI-bomber-concept
You may be able to use rexizon's PQ-14 FT (link in the post comments) for something like a loitering missile- no nvm, I might be thinking of someone else
Oh wait, hold on. That prototype may not work properly when spawned as an AI. I'll get an updated version.
+1@rexzion
Thanks, didn't expect to get a working example. Glad you made it.
Just played around with it, made some super basic modifications, and we've got our (maybe first) spawnable AI bomber.
Spawn it near Bandit, and it should drop bombs somewhere within the runway.
https://www.simpleplanes.com/a/Ndm16c/BPQ-14-1-rexizon-autopilot-bomber-LPpAI
Now, if you strap-on a nuke on this thing, spawn some "friendly" buildings and static aircrafts you need to defend, you get an actual high-threat target that you want to shoot down over the ocean. Nice and easy custom mission basically. You can even spawn some custom AA vehicles, and make them aggro at the bomber via some means. I'm thinking, maybe put a super long range missile w/low fuel time (so it won't actually hit anything) on your enemy bomber, .
Anyway, I have a low part B-36 just for this occasion, so I'll tinker with the concept later. Looking very promising though. Needless to say, feel free to experiment with the idea if you feel like it.
Tagging since you guys might want to see it in action also. It's a proof of concept
+2@11qazxc
@PlaneFlightX
@hpgbproductions
@PlaneFlightX
That sounds really cool, do you plan to make it auto-land-able as well? (Seems super hard though)
Forgot to mention something.
+1PlanariaLab's GoldPrix Win machine (https://www.simpleplanes.com/Videos/View/1664851/Gold-Prix-000)
seems to be the closest thing to this, but I'm not sure if it works on a similar principle as this.
Example FT didn't display right on the post, here's it.
+1A strange game.
The only winning move is not to... I don't know how to win a tic tac toe.
Is there a way to add "Read more/Less"/toggle-able "how/hide" text to description? Noticed older plane pages have these (apparently due to old site design). Would be great if I can make my long fictional lore text hide-able.
+1@SPAircraftOfficial
Hey,
just saw a very cool technique for building transparent windows of any shape. Looks easy to work with as well, you might want to check it out:)
<https://www.simpleplanes.com/a/5Rh6q0/Mobil-Frendly-Windows>
Really cool!
@ZeroWithSlashedO
+1Aw man, so that was a bug. That sucks.
My FT does get weird (corrupted?) too sometimes, perfectly fine code stops working and I don't know why. Nice build/jet though, nonetheless. (I love high mounted wings and I love F1 lol)
@beenz
Thanks, and thanks for the spotlight also:)
Here's me, just noticing that part of vertical stab is painted silver, though. Oops. lol
@WinsWings
+1Thanks!
Tail stabs are jittery (it vibrates even on High physics, is it for you as well?) and finicky to fly, but looks really nice!
+1@FirstFish83828
+1Haha, really appreciate the sentiment ;)
@OrderlyHippo
Thanks, these examples (including the other one on gyro page) helped me understand it a lot. Still don't know what the heck is going on with it, but I now have a vague picture. What I made so far is really weird though, like (I think) it's supposed to keep the plane's pitch angle to 0, but it tries to flip 180 degrees and fly upside down (if it's still flying). Still got a long way to go, lol
I came up with a rotator that stores current altitude using smooth function though (will upload the whole thing later), so I can at least achieve similar function with something I know better. Code will probably be a lot more simple and efficient once I understand how to make PID FT in the game though.
+1Had to trim down the input multiplier for mobile control (too crazy for me, lol), but this is really cool.
Nice exterior design (easily one of my favorite F-111 on the site) and really cool FTs, I can learn a lot from the latter especially. Great job!
Here's an undocumented camera attribute called lookBackTranslation.
It moves your camera position sideways when you look behind (+ 90 degrees sideways?) so you can look over your seat and stuff.
You must enable "AutoCenter" for this to work.
First number (X) is how much your camera moves sideways/in X axis.
I'd say somewhere around 0.4 is practical for a 1:1 scale single seater.
Second number, Y, is how much your camera moves horizontally at the same time. You can keep it at 0 unless you specifically need it to move vertically.
I don't think there's a Z axis movement for this attribute.
Also, here's a custom FT piston I made before I knew it existed and how it worked. This doesn't require auto center to be ON, so a thing like this might have some utility over the lookBackTranslation.
https://www.simpleplanes.com/a/SSBiVd/Look-behind-camera-piston-FT
@ThomasRoderick
Thanks for the additional confirmation (I'll continue to pay attention to that). Would really love it if the game had all attributes visible all the time..
*Correction, second number is for vertical movement
@OrderlyHippo
Ok, I'm totally lost with rate(Altitude) thing.. if you have a good (and preferably not too complex) example for this, I'd be happy to study that. In the meantime, I think I'll have to publish my jet with the aforementioned FT of my own (bummer! Haha)
@OrderlyHippo
Yeah, I didn't even know it was a thing in the game (I've just noticed, I think maybe flight computer has this by default). I should post this on SimpleCheat page. Hope it gets added to the list soon
Thanks for the post, really needed target data for something I wanted to build!
@OrderlyHippo
Thanks, that may be just what I needed! :)
I wanted to make it work on any altitude for a while, but couldn't tell which thing I had to use. I've even developed this system further (initially as a substitute for that) so I can manually tell what altitude I want it to climb to and stay at (works all right)
Still gotta try and understand how rate works though.
+1Also, thanks for the recommendation, I'll be sure to check out his builds, sounds pretty cool