@OrderlyHippo
I might try that at some point, I still don't quite get how it works though :( (I've read Snowflake's guide on it, and read some of wikipedia article of PID controller)
I should probably study your camera-steering missile's FT closely in fact
The plane I'm building would be a better looker if I do away with functional wings, so I would consider uploading one without flight capability if your plane doesn't have to fly
@STENDEC
I was thinking about building ED-209, can't say when but I think I will at some point. And Cain would be nice, too, I'll see if I can find good drawings of him on the net
By the way.. I just said in a comment on your Su-33 that I missed your old blocky afterburner, and I still do, but the big red flames that come out of this aircraft look SICK. These look so cool! Love them.
Love the new blocky custom canopies of yours, make the aircrafts look and feel more visual consistent than with the rounded cockpit parts. Kinda miss the old blocky afterburner though, haha
@DatRoadTrainGuy19
Thanks, it can be pretty fun to try to get through them and get blasted, lol. SWAT V-100 with water gun is a recent addition, and it's my favorite. (it can push light vehicles)
I might make a short demo for that build before releasing it. Need to fix some quarks and improve cop figs before releasing the first version though.
Using leg rotators from Infantry walker by pancelvonat as a temporally/experimental placeholder. Walking mechanism has 0% progress, and I don't know how well it will turn out, but I have some ideas for weapon/attack options and such. Please wait with patience.
Road block is closer to completion than robocop, but I'll need to remodel the figures first.
@Axartar
Same here, never really even played these training missions before. Glad I played them a few times recently though, the idea kinda hit me that those target tanks must be the convoy AA tank or something else.
@Axartar
Thanks, I could kinda do that with a normal plane.
I found that this thing appears in Missile/Rocket Training as "Tank" (I'm pretty sure they're the same as this one).
Kinda hard to make out the details though, since they despawn immediately after you fail the mission, and painted in really dark red. Thee model looked like it's just an enlarged convoy AA tank with extra wheels.
(Easier on Rocket Training, you have more time to fly your plane and land near one.)
@Axartar
Aww, that's a shame! No worries though, kinda figured ground vehicles were more like pre-designed 3D models.
I wonder if it's possible to find them in the mission files and somehow spawn them in the free mode... Or maybe edit the mission and change the setting from night to day maybe
(I'm on iOS, so modding is unfeasible)
@Axartar
Oh, huh, how do you do that? I'd love to inspect this closer.
I know some AI vehicles like bomber and fighter are in the AircraftDesigns, but I dunno how to make them usable (I also don't know if the 8 wheeled AA tank is among those)
I started the mission to test the HP of the AA tank (for weapon damage balancing), and did in fact landed my walkers next to the AA tank (all photos except one taken in one session of the Bridge Demolition mission). And boy was I surprised when I realized that the AA tank was massive...
HP of this vehicle was about 3,000.
I used modified wing gun with 50 damage, kinda messed up the count though.
@CongTheWawa
I actually have made target versions of my WIP vehicles (not completed, not uploaded yet), but feel free to make your own version if you want to
I once caught an AA tank with my STOL cargo jet by accident, so I knew this was possible... but I didn't think there was a dedicated vehicle built for this purpose. lol
I'm having a big smile now, I love this.
If you're going to spawn this as a static target, you can lower the part count and performance cost even more by removing rotators and replacing the cannon with a fake barrel made with fuselage block:)
@ReinMcDeer
You're probably right, it's a compromise
Are variables/part variables in general known to make a noticeable difference, (lets say on older mobile devices) though?
I know that at least in some cases, it's better to use variable setter and keep the FT input short than to have long FT on every part that uses the input (having long FT as a custom variable and shorter FT for parts input saves a tiny fraction of loading time, someone on a discord tested that for me (I think on python))
@V
Done some testing on weapon function https://www.simpleplanes.com/a/BvJb7C/P-51-Weapon-function-XML-test
From my experimentation, you can have weapons of the same ID with different functions (roles) as long as they don't share the name. If they share the name and have different role, one will be unselectable. Conversely, if you have weapons of different IDs with the same name, and they have different role, only one will be selectable.
Ps
And that's regardless of whether the weapons are active or not. Seems you get locked to one of them (in my case it was the mutlirole one)
Also, Guardian accepts "MultiRole" for function. Just more data for reference. (Saw the discussion on the spelling of these values)
@TheFlightGuySP
I've experienced the same thing with missiles. I suspect they don't accept numbers below the default value (which is hidden), but I could be wrong. Having default values on the spreadsheet would be great if that's the case
Same (ish?) thing happens with wing guns, but with them it's only when the value is the same with default (seems to be the case for all hidden/unlisted attributes in Overload).
If this is the case, default damage of wing gun seems to be 30, and impactForce 10.
SelectedWeapon="name of your weapon" & -FireWeapons
This will fire everything with that name all at once though, so something like
SelectedWeapon="name of your weapon" & ammo("name of your weapon") > X & FireWeapons
Might work better.
Bomb A's detachers will fire when the ammo "Cluster Bomb" is 1, for example, and Bomb B's will fire when it's 0. You have to do this with all the detachers though, so it'll be a little tedious job.
You can put "none" "null" or any other gibberish in the activation group of your submunition so they won't add numbers to the ammo counter (for the ease of writing FT)
@ollielebananiaCFSP @rexizon
Ohhh, so it's one of those unlisted variables... that's wonderful. (it's not even listed on SimpleCheats II yet)
Good to know though, thanks for the tips:)
How does it work, though? I'm entering pretty big set of numbers ('999,-999' and such) but it ain't doing anything.
<Update>
Turns out, you can do this with an XML attribute called lookBackTranslation, without using a piston (with a slight caveat).
CameraVantage
lookBackTranslation (X, Y)
Moves your camera position sideways when you look behind (+ 90 degrees sideways?).
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 need it
Here's the caveat. You cannot change when your camera starts moving unlike with an FT piston (it's always 90 degrees), and you must have Auto Center enabled.
Thanks to rexizon for the tips
.
.
.
(My original comment)
This FT moves your First-Person camera sideways when you look beyond certain angle of view (80 deg + to the left/right at current settings). Comes in handy if your aircraft has something that blocks your rear view right behind the seat.
@spectre118
Try re-downloading the tank, I checked with a fresh download and it worked on my end, so if that doesn't fix it, it might be something other than the build that's causing it to not work.
Here's a quick tip,
If you set the partCollisionResponse of a part from Default to None, that part stops taking damage from collision (like when it crashes into the ground, or hits another plane). Custom track (crawler) system tends to explode if this value is set to Default, but changing it to None will prevent that.
@OrderlyHippo
I might try that at some point, I still don't quite get how it works though :( (I've read Snowflake's guide on it, and read some of wikipedia article of PID controller)
I should probably study your camera-steering missile's FT closely in fact
@WinsWings
Ah, gotcha:) Thanks for answering!
Question, does it have to fly or move?
The plane I'm building would be a better looker if I do away with functional wings, so I would consider uploading one without flight capability if your plane doesn't have to fly
+1@STENDEC
I was thinking about building ED-209, can't say when but I think I will at some point. And Cain would be nice, too, I'll see if I can find good drawings of him on the net
@IceCraftGaming
+1Mmm yeah lol
Just, wonderful. Great job:D
By the way.. I just said in a comment on your Su-33 that I missed your old blocky afterburner, and I still do, but the big red flames that come out of this aircraft look SICK. These look so cool! Love them.
+2Love the new blocky custom canopies of yours, make the aircrafts look and feel more visual consistent than with the rounded cockpit parts. Kinda miss the old blocky afterburner though, haha
+2@IAlsoBuildPlane
It's 0.03
@IAlsoBuildPlane
For the robocop/Auto 9?
@DatRoadTrainGuy19
Thanks, it can be pretty fun to try to get through them and get blasted, lol. SWAT V-100 with water gun is a recent addition, and it's my favorite. (it can push light vehicles)
I might make a short demo for that build before releasing it. Need to fix some quarks and improve cop figs before releasing the first version though.
Using leg rotators from Infantry walker by pancelvonat as a temporally/experimental placeholder. Walking mechanism has 0% progress, and I don't know how well it will turn out, but I have some ideas for weapon/attack options and such. Please wait with patience.
Road block is closer to completion than robocop, but I'll need to remodel the figures first.
+1@Axartar
Same here, never really even played these training missions before. Glad I played them a few times recently though, the idea kinda hit me that those target tanks must be the convoy AA tank or something else.
@JacobJohnson92
Why are you copy-pasting Axartar's comment?
@Axartar
Thanks, I could kinda do that with a normal plane.
I found that this thing appears in Missile/Rocket Training as "Tank" (I'm pretty sure they're the same as this one).
Kinda hard to make out the details though, since they despawn immediately after you fail the mission, and painted in really dark red. Thee model looked like it's just an enlarged convoy AA tank with extra wheels.
(Easier on Rocket Training, you have more time to fly your plane and land near one.)
I wonder if I can post pics in the comments..https://media.discordapp.net/attachments/973002115993714688/1036641620449317084/IMG_4986.png
Oh, didn't work, can't embed
@Axartar
I see. I guess I don't mind it being uneditable though, I just kinda want to see how it looks (beyond just the dark silhouette, lol).
@Axartar
Aww, that's a shame! No worries though, kinda figured ground vehicles were more like pre-designed 3D models.
I wonder if it's possible to find them in the mission files and somehow spawn them in the free mode... Or maybe edit the mission and change the setting from night to day maybe
(I'm on iOS, so modding is unfeasible)
@Axartar
Oh, huh, how do you do that? I'd love to inspect this closer.
I know some AI vehicles like bomber and fighter are in the AircraftDesigns, but I dunno how to make them usable (I also don't know if the 8 wheeled AA tank is among those)
I'm sure some, if not many, people already knew this (there's at least one forum post with pics of this AA tank, talking about a glitch: https://www.simpleplanes.com/Forums/View/314063/Bug-AA-Tank-In-Bridge-Demolition) but I didn't until now and I was pretty mind blown. It was a pretty fun discovery.
I started the mission to test the HP of the AA tank (for weapon damage balancing), and did in fact landed my walkers next to the AA tank (all photos except one taken in one session of the Bridge Demolition mission). And boy was I surprised when I realized that the AA tank was massive...
HP of this vehicle was about 3,000.
I used modified wing gun with 50 damage, kinda messed up the count though.
*Walkers are about 1.7m tall
@bruhmoment99
+1Thanks! :)
Spent way too much time on this.. lol
Great lore!
Funny though, I'm sure I've seen these wings before elsewhere... I-....it's... god it's on the tip of my tongue..
This is incredible!
+1Love the big view window!
+1@Mod
Hi,
could you change the post title to the following, if possible?
The Wright Orientation Issue 2 - "Enemy AA Tank Captured by Special Airborne Unit" (newspaper article)
@CongTheWawa
I actually have made target versions of my WIP vehicles (not completed, not uploaded yet), but feel free to make your own version if you want to
Oh oops, forgot to fix a mistake at the end of the Sand Island article. It's supposed to be "shot down many planes in the game."
P.S.
+2The project is faaaar from completion, and not coming out any time soon.
Get a nice tie, I learned from klayworld that a good tie makes you a good lawyer
+1I once caught an AA tank with my STOL cargo jet by accident, so I knew this was possible... but I didn't think there was a dedicated vehicle built for this purpose. lol
+2I'm having a big smile now, I love this.
Nice:) And thanks for the credit!
If you're going to spawn this as a static target, you can lower the part count and performance cost even more by removing rotators and replacing the cannon with a fake barrel made with fuselage block:)
@ReinMcDeer
You're probably right, it's a compromise
Are variables/part variables in general known to make a noticeable difference, (lets say on older mobile devices) though?
I know that at least in some cases, it's better to use variable setter and keep the FT input short than to have long FT on every part that uses the input (having long FT as a custom variable and shorter FT for parts input saves a tiny fraction of loading time, someone on a discord tested that for me (I think on python))
+2@weeeeeeeeeeeeeeee
Thanks:)
@rexzion
I see, so it's not exactly the same as the piston
@OrdinaryTankBuilder
+1Thanks! Piston may not be needed though, which would be cool (fewer parts)
@plutoshouldbeaplanet
Click "video" on the site's menu, then create, then verify your channel. You can find the instructions there:)
@V
Done some testing on weapon function
https://www.simpleplanes.com/a/BvJb7C/P-51-Weapon-function-XML-test
From my experimentation, you can have weapons of the same ID with different functions (roles) as long as they don't share the name. If they share the name and have different role, one will be unselectable. Conversely, if you have weapons of different IDs with the same name, and they have different role, only one will be selectable.
Ps
And that's regardless of whether the weapons are active or not. Seems you get locked to one of them (in my case it was the mutlirole one)
Also, Guardian accepts "MultiRole" for function. Just more data for reference. (Saw the discussion on the spelling of these values)
+1@TheFlightGuySP
I've experienced the same thing with missiles. I suspect they don't accept numbers below the default value (which is hidden), but I could be wrong. Having default values on the spreadsheet would be great if that's the case
Same (ish?) thing happens with wing guns, but with them it's only when the value is the same with default (seems to be the case for all hidden/unlisted attributes in Overload).
If this is the case, default damage of wing gun seems to be 30, and impactForce 10.
I think you can do
This will fire everything with that name all at once though, so something like
Might work better.
Bomb A's detachers will fire when the ammo "Cluster Bomb" is 1, for example, and Bomb B's will fire when it's 0. You have to do this with all the detachers though, so it'll be a little tedious job.
You can put "none" "null" or any other gibberish in the activation group of your submunition so they won't add numbers to the ammo counter (for the ease of writing FT)
+5This is a good Senko
+1@ollielebananiaCFSP @rexizon
Ohhh, so it's one of those unlisted variables... that's wonderful. (it's not even listed on SimpleCheats II yet)
Good to know though, thanks for the tips:)
How does it work, though? I'm entering pretty big set of numbers ('999,-999' and such) but it ain't doing anything.
@ollielebananiaCFSP
Whoa really? How do you do that?
I suppose it's possible on mobile (ios) as well?
@MeMeBeans
+1Thanks!
<Update>
Turns out, you can do this with an XML attribute called lookBackTranslation, without using a piston (with a slight caveat).
Moves your camera position sideways when you look behind (+ 90 degrees sideways?).
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 need it
Here's the caveat. You cannot change when your camera starts moving unlike with an FT piston (it's always 90 degrees), and you must have Auto Center enabled.
Thanks to rexizon for the tips
.
.
.
(My original comment)
This FT moves your First-Person camera sideways when you look beyond certain angle of view (80 deg + to the left/right at current settings). Comes in handy if your aircraft has something that blocks your rear view right behind the seat.
Link: https://www.simpleplanes.com/a/SSBiVd/Look-behind-camera-piston-FT
Door (left door in this example) waits for the gear to fully go up or down before it starts moving, and vice versa, regardless of how fast they move. Does not use delay function, pretty simple.
Build link: https://www.simpleplanes.com/a/Eaae6X/Simple-Landing-Gear-Door-FT-delayed-with-IF-argument
@PapaKernels
+1Oh sweat! Just saw the pics, looking forward to it! x)
Beautiful car!
+1@spectre118
Try re-downloading the tank, I checked with a fresh download and it worked on my end, so if that doesn't fix it, it might be something other than the build that's causing it to not work.
Cool design!
@spectre118
It's assigned to roll
Here's a quick tip,
+2If you set the partCollisionResponse of a part from Default to None, that part stops taking damage from collision (like when it crashes into the ground, or hits another plane). Custom track (crawler) system tends to explode if this value is set to Default, but changing it to None will prevent that.
Nice tank & tracks!
+1