(Redoing tags, sorry if I'm sending you double notifications)
@winterro
@MysteryTimeTraveler
@ShiroNeko
Found a way/mechanism to force the AI to switch back to cannon!
@SILVERPANZER
Those are the blocks that cause "critically damaged" state (1/3 of the total parts count, so about 33 parts or so). This removes the target marker of the flak gun, thus preventing friendly fire among the flak guns, allowing you to have more than one in the field.
I used fuel tanks because they seem to disappear most of the time when destroyed (other blocks don't always disappear). This (hopefully) reduces the physics calculation game has to do a little bit, and helps with the performance.
@SILVERPANZER
Oh crap, Thanks!
I gotta do it again, then. When you exceed 3 people though, is it still sent to the first three people, or is it not sent to anyone?
@FoxG
@ChinaColorfulAirlines
@Nerfaddict
@PlayMinecraft
Wooo, this is a curse of... just kidding. Tags from my instant custom mission video, here's a cannon (no AI bomber yet, sorry)
@QuesoAirlines
It is alright, let me know if/once you upload the video:)
And yeah, we could really use it.. but with the announcement of the final update (being a minor one), I guess we can only hope that we'll get it in the possible SP2, and maybe get even more creative with the existing stuff in the game.
I have some builds on the line, that will sort of help us make pseudo missions (including mobile). Would be really great if we can just make some custom missions though. Just basic IFF/team settings and the ability to choose what to spawn where would allow us to do so much more.
@Dracul0Anderson
Thanks. I have a bit more clearer picture of the thing now.
.
I suppose you've tried Ku's KGB 3000 and other weapons? It'll help me if you can tell me how you want this to be different from the Ku's KGB 3000. https://www.simpleplanes.com/a/EqQ642/FT-Guided-Bomb-KGB-3000-MK-1
.
I think I may be able to make it fire-and-forget capable if it's strictly for stationary targets. With a proximity detonation fuse which may or may not work.
But if it's for moving targets also, player will have to keep a lock on the target.
Let me know what you think.
@Dracul0Anderson
Hmm. I need more details to know if it's feasible for me or not.
.
Here's some questions:
1. Are they each intended for the player or the AI?
.
2. Do you want them to be basically like a 'kamikaze aircraft' (without the carrying plane), that flies towards & tries to crash into the target, or do you want them to be weapons separate from the carrying aircraft?
.
3. Can you clarify the meaning of "drone swarm"?
.
4. Why do you want them to be an FT controlled guided weapon(s)? I ask this because if it's for the AI, I don't see a point in using this method aside from the fact that it (FT controlled weapon) won't give a missile warning to the receiver.
.
.
As far as I can tell, it's not possible in this game to simultaneously attack multiple moving targets with a guided weapon, even with a coords based FT weapon. It requires target coords to make the thing fly towards the target, and you can only get one set of coords at a time due to game limitation. If it's all stationary targets, you can, in theory, first select each as a target (only possible for the player), manually store the coords of each of them using some sort of memory device (you don't need to have their coords updated every second, unlike with the moving targets), then use/assign each set of coords for each bomb or missile to make them fly towards all selected targets--I'll be clear, honestly this is way beyond what I'm willing to do (or can do to be frank) at the moment, even if it's actually possible.
@Dracul0Anderson
Sure, I'll see what I can do. I'm not good with FTs (I can't do math) though, so keep your hopes low for now.
Anyway. Can you tell me hat kind of plane this is gonna be for?
I had an idea for something potentially similar for an AI torpedo bomber, with a auto-releasing torp controlled by target distance and relative headings (havent tried, not doing it anytime soon).
If it has to just point/fly in the direction of the target, I might be able to mod rexzion's FT used on this build to do that. But I certainly wont be able to make it lead the shot or anything. Let me know what you want this thing to do.
@DatMaluchGuy19
Use as in, use it in/as a basis for your build (& upload)? If you have the link to it, you can use it:)
Just give me the credit for the part I made.
If you don't have the link I'll upload the thing later (not sure if I can immediately)
@OrderlyHippo
Nah, I haven't done anything with the idea. I still think it or a working refuel station would be a cool thing to have, though. Got any new idea for it?
Also, have you checked DarDragon's KC-10 by the way? https://www.simpleplanes.com/a/Ag545d/KC-10A-Extender
It's a bit tricky to work with, but it works. Really cool proof of concept.
I think with some modifications, you can make it maintain a certain altitude, follow you, and circle over you when you are landed. This way you don't have to spawn the thing everywhere you go. I have my hands full to do anything with either of these at the moment, but I think these are both worth pursuing as player-build techs.
YT description coppypasta
You hear those peashooters?
Yeah, those.
They are supposed to be 12cm guns.
Ahem.
Here I present you (probably not) the first ever recorded Naval battle in SimplePlanes history against an AI ship (=player built aircraft).
I'm doing these mock battles (in fact just started doing it) to see the problems and "bugs" that I have to squish.
Need for some kinda horizontal stabilizer for one thing. Ship rolls left to right when hit (yes, those peashooters do have a lot of impact force), and that really messes with the aim. I don't want to watch them shoot each other for 10 hours before one come out on top. And you don't either, do you?
We need to
-Shorten battle time (ie we need them to sink faster).
I have some possible solutions, but they all come with a downside.
1) lower hull HP
--ship becomes vulnerable to other kinds of attack, such as torpedo. And I wanna implement torps)
2) increase cannon (impact) damage
--giving more energy to the shell will make the roll much much worse. This will also make them physically push the ships, which looks (looked, I tested) really weird and unrealistic. If you increase ship's mass to counter this, it then messes up rotators, and turrets will become really wobbly.
3)...
4)Add a tiny bit of explosion damage
--No. explosion is weird and can't be controlled unlike impact damage.
5)Increase rate of fire
--Viable.
6)Fight closer to each other
--Also viable.
Combination of "lower HP" "Higher ROF" and "Closer shooting distance" may be the way to go. At least these are the ones I like.
Ingredients:
-Buoyancy based damage model ship
-Auto aim for the guns
-Bot Activator Missile (AI airplanes start using guns once they fire or run out of missile)
-Some love (aka blood and guts and other gross stuff we convince ourselves that we have nothing to do wi-)
Destroyer hull (base) was provided by ShiroNeko.
Auto aim & bot-uses-cannon-thing-missile were stole- I mean borrowed from winterro's USS Langley. This is a test/demo footage of the buoyancy based ship combat concept.
@DatRoadTrainGuy19
Haha, thanks. I still barely know anything about FT or coding in general. Most of the stuff on this plane were borrowed from other people's creations. (Credit in the desc!) But even when you can't write codes yourself, you can still make new things if you can combine them in a new different way, so there's that:)
@Evevevevevrv
Try spawning it again with Aggressive AI (one that attacks you or other AI), not the Default one.
They have 'range' and 'field-of-vision' also, though, so these could also be the reason why it didn't work for you.
.
Range is a distance which these fighters intercept other planes. If they see a plane flying very far first, they probably won't attack other planes that are closer to them until that first plane is destroyed (This is how the game is coded, so I can't change that). You can change this distance. (Read the description for a guide, there's a part about "Interception Range")
.
Also, AI can only see like, 180 degrees to the front--unless someone attacks them first. I can't change this either, but they fly in a circle when they have no target, so if there's a plane flying somewhere, they will probably see it eventually.
@Talon7192
I don't plan to build a squadron type thing for these, but you don't really need it to populate your airspace with them.
You need to either create a bunch of custom spawns on the runway, and/or use the landing-gearless air spawn version (link at the page top of Land Spawn version) and use "Default" air spawn.
Is it possible to assign infinite number to the repeat function, so the stored value never changes based on time?
I'll have to learn how loop/repeat function works first (which I have a vague understanding of it. I think) to really understand what's going on here, though. Not familiar with it yet
@IDNSatyaSlebew
I'm not sure, but I suspect it won't. Check out SimpleCheats II for more info.
If the part has the XML parameter, you can add the parameter and change the value. If it doesn't, game just won't save the texts.
@WaterFlavouredSpitfires
I don't have a plan to build an F-86 model anytime soon, but as for the fighting each other part, it's not possible to make them do that unfortunately.
The way these Interceptors/MiGs are built, they don't attack each other because they can't. They are considered "dead" in the game, and because of that they can't see each other. If I build a Saber using the same techniques I used for this, it will basically join the MIGs and attack other "live" planes. Only the player can actually "see" these and fight them. For now, we just have to ask/wait for team-assigning feature.
@SILVERPANZER
I see.. guess I'll re do it for everyone, anyway (already am redoing it, lol). Thanks:)
AA flak cannon for enemy AI, tagging again
+1@Hannyboy
@DimitriIqbal91
@C47skytrain
Thank you for download, upvote, and highlight, everybody!:)
(Redoing tags, sorry if I'm sending you double notifications)
@winterro
@MysteryTimeTraveler
@ShiroNeko
Found a way/mechanism to force the AI to switch back to cannon!
@SILVERPANZER
Those are the blocks that cause "critically damaged" state (1/3 of the total parts count, so about 33 parts or so). This removes the target marker of the flak gun, thus preventing friendly fire among the flak guns, allowing you to have more than one in the field.
I used fuel tanks because they seem to disappear most of the time when destroyed (other blocks don't always disappear). This (hopefully) reduces the physics calculation game has to do a little bit, and helps with the performance.
@SILVERPANZER
Oh crap, Thanks!
I gotta do it again, then. When you exceed 3 people though, is it still sent to the first three people, or is it not sent to anyone?
@ThomasRoderick
+1DHANK YOU, FRIEND!
Tragic story starts around 1:40
@rexzion
Thx
@DEADSHOT16
@kyomunosekai
Spawnable AA gun for AI, tagging you for custom mission thing.
Whew. I'm starting to feel like a spammer...
@FoxG
@ChinaColorfulAirlines
@Nerfaddict
@PlayMinecraft
Wooo, this is a curse of... just kidding. Tags from my instant custom mission video, here's a cannon (no AI bomber yet, sorry)
Download links:
AI flak - working AA gun for enemy AI
https://www.simpleplanes.com/a/9i7JiL/AI-flak-52-K-85mm-AA-gun-v1-kendog84
.
Camp Poostein (airforce base)
https://www.simpleplanes.com/a/4169yp/Target-Airbase-BSAF-Camp-Poostein-v1-700-parts
.
*A-6E and F-105D are still a work in progress.
*The jeep that briefly appears in a shot of the base is a modified version of the jeep by pancelvonat, from his 1941 US vehicle collection (link)
@Hannyboy
+1@DimitriIqbal91
@C47skytrain
@DatMaluchGuy19
@rexzion
@VenusLancer
Figured you may be interested in this:)
@winterro
@MysteryTimeTraveler
@ThomasRoderick
@ShiroNeko
Found a way/mechanism to force the AI to switch back to cannon!
@Sparky6004
Hey, made the AA gun work at last. (Finally decoded the demo, lol)
@WaterFlavouredSpitfires
Thank you!:D
@Graingy
Aw... Oh hey look, there's a brown spot on the bench!
@molakesi
+1Thanks!
@worldwaraviations015
+1Totally, hehe
@DimitriIqbal91
Thanks, always appreciate your compliment!
@LunarEclipseSP
+2Thank you!
Love the design of the vehicle!
+1@QuesoAirlines
It is alright, let me know if/once you upload the video:)
And yeah, we could really use it.. but with the announcement of the final update (being a minor one), I guess we can only hope that we'll get it in the possible SP2, and maybe get even more creative with the existing stuff in the game.
I have some builds on the line, that will sort of help us make pseudo missions (including mobile). Would be really great if we can just make some custom missions though. Just basic IFF/team settings and the ability to choose what to spawn where would allow us to do so much more.
@Englishgarden
+1Right, sure, it's
X/long 5721,
Y/alt 71,
Z/lat -5331
If you can't download this, or if it's too laggy, let me know. I'll create & upload a lighter version.
@Hannyboy
Hi, finally finished & uploaded the airbase target!
@Dracul0Anderson
Thanks. I have a bit more clearer picture of the thing now.
.
I suppose you've tried Ku's KGB 3000 and other weapons? It'll help me if you can tell me how you want this to be different from the Ku's KGB 3000.
https://www.simpleplanes.com/a/EqQ642/FT-Guided-Bomb-KGB-3000-MK-1
.
I think I may be able to make it fire-and-forget capable if it's strictly for stationary targets. With a proximity detonation fuse which may or may not work.
But if it's for moving targets also, player will have to keep a lock on the target.
Let me know what you think.
@Dracul0Anderson
Hmm. I need more details to know if it's feasible for me or not.
.
Here's some questions:
1. Are they each intended for the player or the AI?
.
2. Do you want them to be basically like a 'kamikaze aircraft' (without the carrying plane), that flies towards & tries to crash into the target, or do you want them to be weapons separate from the carrying aircraft?
.
3. Can you clarify the meaning of "drone swarm"?
.
4. Why do you want them to be an FT controlled guided weapon(s)? I ask this because if it's for the AI, I don't see a point in using this method aside from the fact that it (FT controlled weapon) won't give a missile warning to the receiver.
.
.
As far as I can tell, it's not possible in this game to simultaneously attack multiple moving targets with a guided weapon, even with a coords based FT weapon. It requires target coords to make the thing fly towards the target, and you can only get one set of coords at a time due to game limitation. If it's all stationary targets, you can, in theory, first select each as a target (only possible for the player), manually store the coords of each of them using some sort of memory device (you don't need to have their coords updated every second, unlike with the moving targets), then use/assign each set of coords for each bomb or missile to make them fly towards all selected targets--I'll be clear, honestly this is way beyond what I'm willing to do (or can do to be frank) at the moment, even if it's actually possible.
@Dracul0Anderson
Sure, I'll see what I can do. I'm not good with FTs (I can't do math) though, so keep your hopes low for now.
Anyway. Can you tell me hat kind of plane this is gonna be for?
I had an idea for something potentially similar for an AI torpedo bomber, with a auto-releasing torp controlled by target distance and relative headings (havent tried, not doing it anytime soon).
If it has to just point/fly in the direction of the target, I might be able to mod rexzion's FT used on this build to do that. But I certainly wont be able to make it lead the shot or anything. Let me know what you want this thing to do.
@Graingy
It's a cheese, just has higher-than-average metal content... and might break your teeth or two
Excuse me, my package is damaged her-- Oh, I- I- Uh, never mind, it's fine. Thank you very much, have a nice day!
@SiBangsatYa
https://www.simpleplanes.com/a/CW848d/Automatic-braking-wheels-for-tanks
No prob, and here's an example:) Thanks for asking me by the way. I could use something like this myself, and this just pushed me to make it.
I have a detailed explanation in the aircraft instruction.
+1@DatMaluchGuy19
+1Use as in, use it in/as a basis for your build (& upload)? If you have the link to it, you can use it:)
Just give me the credit for the part I made.
If you don't have the link I'll upload the thing later (not sure if I can immediately)
@Goofygg5
That would be cool!
@OrderlyHippo
Nah, I haven't done anything with the idea. I still think it or a working refuel station would be a cool thing to have, though. Got any new idea for it?
Also, have you checked DarDragon's KC-10 by the way?
+1https://www.simpleplanes.com/a/Ag545d/KC-10A-Extender
It's a bit tricky to work with, but it works. Really cool proof of concept.
I think with some modifications, you can make it maintain a certain altitude, follow you, and circle over you when you are landed. This way you don't have to spawn the thing everywhere you go. I have my hands full to do anything with either of these at the moment, but I think these are both worth pursuing as player-build techs.
Big Respect
YT description coppypasta
You hear those peashooters?
Yeah, those.
They are supposed to be 12cm guns.
Ahem.
Here I present you (probably not) the first ever recorded Naval battle in SimplePlanes history against an AI ship (=player built aircraft).
I'm doing these mock battles (in fact just started doing it) to see the problems and "bugs" that I have to squish.
Need for some kinda horizontal stabilizer for one thing. Ship rolls left to right when hit (yes, those peashooters do have a lot of impact force), and that really messes with the aim. I don't want to watch them shoot each other for 10 hours before one come out on top. And you don't either, do you?
We need to
-Shorten battle time (ie we need them to sink faster).
I have some possible solutions, but they all come with a downside.
1) lower hull HP
--ship becomes vulnerable to other kinds of attack, such as torpedo. And I wanna implement torps)
2) increase cannon (impact) damage
--giving more energy to the shell will make the roll much much worse. This will also make them physically push the ships, which looks (looked, I tested) really weird and unrealistic. If you increase ship's mass to counter this, it then messes up rotators, and turrets will become really wobbly.
3)...
4)Add a tiny bit of explosion damage
--No. explosion is weird and can't be controlled unlike impact damage.
5)Increase rate of fire
--Viable.
6)Fight closer to each other
--Also viable.
Combination of "lower HP" "Higher ROF" and "Closer shooting distance" may be the way to go. At least these are the ones I like.
Ingredients:
+3-Buoyancy based damage model ship
-Auto aim for the guns
-Bot Activator Missile (AI airplanes start using guns once they fire or run out of missile)
-Some love (aka blood and guts and other gross stuff we convince ourselves that we have nothing to do wi-)
Destroyer hull (base) was provided by ShiroNeko.
Auto aim & bot-uses-cannon-thing-missile were stole- I mean borrowed from winterro's USS Langley. This is a test/demo footage of the buoyancy based ship combat concept.
@DEADSHOT16
Thanks:) Yeah, more the merrier!
@DatRoadTrainGuy19
+1Haha, thanks. I still barely know anything about FT or coding in general. Most of the stuff on this plane were borrowed from other people's creations. (Credit in the desc!) But even when you can't write codes yourself, you can still make new things if you can combine them in a new different way, so there's that:)
@Evevevevevrv
Try spawning it again with Aggressive AI (one that attacks you or other AI), not the Default one.
They have 'range' and 'field-of-vision' also, though, so these could also be the reason why it didn't work for you.
.
Range is a distance which these fighters intercept other planes. If they see a plane flying very far first, they probably won't attack other planes that are closer to them until that first plane is destroyed (This is how the game is coded, so I can't change that). You can change this distance. (Read the description for a guide, there's a part about "Interception Range")
.
Also, AI can only see like, 180 degrees to the front--unless someone attacks them first. I can't change this either, but they fly in a circle when they have no target, so if there's a plane flying somewhere, they will probably see it eventually.
@Robomo119DerMustangKiller
Thanks!
@AWESOMENESS360
Thanks!
I was happy that I ended up with some of these cool/usable shots, as I was filming the footages without much plans.
@TheTomatoLover
+1That might be too high of a praise, but thanks! lol
@WaterFlavouredSpitfires
Supposed to be MiG-17, but they are pretty close:)
@Talon7192
I don't plan to build a squadron type thing for these, but you don't really need it to populate your airspace with them.
You need to either create a bunch of custom spawns on the runway, and/or use the landing-gearless air spawn version (link at the page top of Land Spawn version) and use "Default" air spawn.
Is it possible to assign infinite number to the repeat function, so the stored value never changes based on time?
I'll have to learn how loop/repeat function works first (which I have a vague understanding of it. I think) to really understand what's going on here, though. Not familiar with it yet
Thank you for the comments, upvotes, and highlights everyone! :)
@IDNSatyaSlebew
+1I'm not sure, but I suspect it won't. Check out SimpleCheats II for more info.
If the part has the XML parameter, you can add the parameter and change the value. If it doesn't, game just won't save the texts.
@WaterFlavouredSpitfires
I don't have a plan to build an F-86 model anytime soon, but as for the fighting each other part, it's not possible to make them do that unfortunately.
The way these Interceptors/MiGs are built, they don't attack each other because they can't. They are considered "dead" in the game, and because of that they can't see each other. If I build a Saber using the same techniques I used for this, it will basically join the MIGs and attack other "live" planes. Only the player can actually "see" these and fight them. For now, we just have to ask/wait for team-assigning feature.