@OrderlyHippo
Thanks lol
I probably wouldn't have come up with this if it wasn't for your telling me that some months back, so I just couldn't not mention that. Same goes for others I mentioned, too. Wouldn't have been possible without their stuff/ideas.
@IDNSatyaSlebew
I'm not familiar with ship building let alone carriers in SP (at all), but I think you might be able to improve on-deck handling by changing the traction values of the aircraft's wheels (you may have to use resizable wheels). I think I might have some info on that on my M103 page, have a look there.
Here's a note I took before. It may not be 100% accurate, so I recommend you do some research yourself. There were some discussions on this site.
SimplePlanes resizable wheel
Traction
extermum - lower the value, less slippy
asymptote - high the value, more grip
.
.
Suspension
Damper (shock) - lower the value, bouncier it is. Higher the value, less bouncier (looks stiffer)
Spring -
If the value is too low, wheel will have harder time going over obstacles, even if the wheel looks large enough to cross it.
@c144538707
It's in the variable setter, which you can open via "(x)" icon at the bottom of the screen.
You'll see a lot of texts (variables) there, but ignore them and scroll down to the bottom. You should find one that says "IntcptRange" with "55000" to the right. That's the interception radius (in meters, so 55km). Just change the number and save.
(Just be careful not to delete or edit other variables there)
@Robomo119DerMustangKiller
Of course!
If/when you upload it, let me know, I would love to see it:)
(Also...You don't have to, but if you could put a link to this somewhere, that would be awesome.)
@GabrielSatori
Thank you, glad you're having fun with it!
Target marker thing was a necessary compromise I had to make to make them not shoot each other, but it did inspire me to be creative with it (like the aggro/neutral-mode light thing & contrail to make them easier to find)
I had to disable drag calc to allow you to spawn a bunch of these (I could spawn up to 40 on my phone with low physics/graphics settings), and so I used FT controlled airbrakes & such to simulate aerodynamics pf the plane.
And I'm still experimenting with maneuverability and such of these planes.
@Averageairframeenjoyer
Edit: My response contained wrong info (about CBU-14/A being an anti-personnel weapon) + it was rather insensitive, so I decided to remove it.
@ThomasRoderick
I intended to do the release by selecting and "firing" the bombs (I used pylon's release mech for jettisoning), but yeah, if I made it release store via pylons & dedicated release mechanism, that would make it more universal. I'll work on a new version, shouldn't be too hard a modification.
@ThomasRoderick
Yeah, that's one thing I wasn't able to fix with this version (though I've made some other improvements). It can be done if you integrate the bombs into the system, where the drop is done by the pylon (I used exactly this for my other custom weapon project), but it wasn't an option for this one, since I made the racks with reusability/adaptability in mind (so you can put any bomb on them). I tried changing the order of connection, placement of individual station in relation to each other, etc., but none worked. So you gotta bare with it dropping the side bombs ar t the front first...
Actually, I can use the cannon ammo count trick and make it work for any bomb, not sure if I should incorporate the feature to this version though (it's already been on hold for months)
@ThomasRoderick
Yeah, the visual effect of the explosion isn't very napalm like. I was working on a modified version of potato's Napalm which uses no AGs and can instead be dropped like any other bombs, but canned the project because of that + immense lag caused by a few hundred rockets n detachers.
The racks are the Vietnam-post Vietnam era MER/TER type (multiple/triple ejector racks) that can carry up to 6 or 3 bombs. But this one is reusable in that, it's not "built in" to an aircraft. It's also fairly light, and won't flop under low physics. I just gotta finish the description text.
And so are missiles
Huh... Ohhh, I see now. I thought missiles never ignite if disconnected, but they had to be active/activated. Just tested this. (Rockets will ignite whether they are active or inactive--I'm talking about the activationGroup input)
And yeah they tend to be floppy.
@ThomasRoderick
I'll be publishing a low-physics proof bomb ejector racks (with some bombs) later btw, would you mind if I tag you on the post? I think you might like it
Yeah, I was referring to the lock-on free missile thing, which I think we both used as the basis for the custom rockets (Zuni this one in my case).
You can make the missile work underwater in fact, if you set waterproof attribute to True (it's a hidden variable, and it doesn't exist for bombs. Not sure about rockets).
But I didn't know about the cannon trick. I assume this cannon is attached to a custom projectile, and you "fire" it when it's near the target to cause explosion? Or is it connected to your ship via winch and launched by a detacher or something? Interesting technique either way.
Edit 1
Oh also--did you know that rockets on a detacher can be fired remotely (when disconnected from the primary cockpit) by activating the detacher? Didn't discover the trick myself (I learned this from this (Napalm by Potato21)) , but it's got some cool uses.
@Leviatham
Unfortunately there isn't at the moment. It's either the ExplosionScale of rockets can't be changed, or maybe game doesn't even have the parameter for the parts.
You can make a custom missile that flies straight and doesn't need a target (maybe this is what you mean by the cannon trick?), but it will be less reliable (it will explode upon contact with a plane, but can go through terrain sometimes).
@WrightDefense
Go into cannon's xml (with Overload or something), and you'll find an attribute called "launchVolume." You just need to edit the number and make it 0.
@Hannyboy
Yeah, I took a little break from the game, and now I'm taking it slow to avoid burnout. That, and also due to life stuff in general.
I've been working on each of my SP projects bit by bit though, so the MiG-17, airbase target and some other stuff haven't been abandoned.
@Hannyboy
Sorry for my late reply, according to my research, those revetment blast walls are about 12 feet tall/about 3.7m, 5.5 feet (1.7m) in thickness, and each panels are 5 to 10 feet (3m) wide. I made a fairly accurate version since I took these pics above, so I plan to upload it at some point.
@IDNSatyaSlebew
Plane crashed into the ocean during one of the test flights. We are doing our best to recover the aircraft, stayed tuned for further update.
@DatRoadTrainGuy19
Hopefully this year
Been taking breaks to avoid complete burnout, but I've made some progress with some parts of the project. Keep your hopes and expectations low though (both with quality and release date), you don't wanna get disappointed, lol
@Commander9013
It can, though you must use cannons for it to work. Cant use minigun or wing gun.
I was experimenting with it a while ago actually, though I kinda forgot how well it worked. You should experiment with the idea :)
If you don't mind cluttering the weapons menu, you can use a cannon or missile (with very low explosionScale--but not zero) as the trigger for the alarm. To be more precise, their ammo count. Attach them to the part, name them "Wing left" or "Tail", and if they get destroyed with the part, their ammo goes to 0. And that will trigger the alarm.
(You can use something like "clamp01(ammo("Tail")=0)" for the light's input (not the activationGroup))
Very nice! Turn rate feels realistic and is fun to fly, and parts usage feels very efficient. Looks beautiful too. I'd have preferred it if the first person camera was located in the general cockpit position, but that's a minor issue. (Oh and flap would be a nice addition as well)
Edited bullet scale is also a nice touch.
@DimitriIqbal91
+1Thanks!
I have a couple other mobile-friendly-like things in my WIP limbo, hopefully I can get them out by the.. end of this year. lol
@OrderlyHippo
Thanks lol
I probably wouldn't have come up with this if it wasn't for your telling me that some months back, so I just couldn't not mention that. Same goes for others I mentioned, too. Wouldn't have been possible without their stuff/ideas.
@IDNSatyaSlebew
I'm not familiar with ship building let alone carriers in SP (at all), but I think you might be able to improve on-deck handling by changing the traction values of the aircraft's wheels (you may have to use resizable wheels). I think I might have some info on that on my M103 page, have a look there.
Here's a note I took before. It may not be 100% accurate, so I recommend you do some research yourself. There were some discussions on this site.
+1@Maosulli
It's not on my agenda but feel free to give it a try:)
@IDNSatyaSlebew
About the plane?
@c144538707
It's in the variable setter, which you can open via "(x)" icon at the bottom of the screen.
You'll see a lot of texts (variables) there, but ignore them and scroll down to the bottom. You should find one that says "IntcptRange" with "55000" to the right. That's the interception radius (in meters, so 55km). Just change the number and save.
(Just be careful not to delete or edit other variables there)
@TheCommentaryGuy
Hehe
@Tookan
I know. We just gotta ask/hope Jundroo implements an actual team assigning feature at some point. Imagine all the things you can do with it.
@Robomo119DerMustangKiller
Of course!
If/when you upload it, let me know, I would love to see it:)
(Also...You don't have to, but if you could put a link to this somewhere, that would be awesome.)
@GabrielSatori
+1Thank you, glad you're having fun with it!
Target marker thing was a necessary compromise I had to make to make them not shoot each other, but it did inspire me to be creative with it (like the aggro/neutral-mode light thing & contrail to make them easier to find)
@qq1901212229
Thanks!:) Hope it inspires people to come up with other cool uses for these
@Yourlocalhuman
I will collect a coin (whatever minimum unit of local currency) from every SP player. I'll be rich
@rexzion
It's a little known fact that pq-14 is one of the few shapeshifter planes in existence
@Hannyboy
Glad you liked it!:)
I just really wanted to have an "enemy team" myself
I had to disable drag calc to allow you to spawn a bunch of these (I could spawn up to 40 on my phone with low physics/graphics settings), and so I used FT controlled airbrakes & such to simulate aerodynamics pf the plane.
And I'm still experimenting with maneuverability and such of these planes.
Feedbacks are welcome! (please be polite!)
Interceptor download link (land spawn version)
https://www.simpleplanes.com/a/lhK867/AI-interceptor-Mig-17-land-spawn-v1-They-attack-as-a-team-Kind-of
These are still experimental, and I haven't quite figured out optimal agility and stuff. Please send feedbacks!
Check out my demo/music video for this build!
https://www.simpleplanes.com/Videos/View/1786195/Teaser-AI-swarm-fighter-Interception-tech-demo-music-video-for-AI-interce
Check out my demo/music video for this build!
https://www.simpleplanes.com/Videos/View/1786195/Teaser-AI-swarm-fighter-Interception-tech-demo-music-video-for-AI-interce
Aircraft upload coming soon!
@Averageairframeenjoyer
Edit: My response contained wrong info (about CBU-14/A being an anti-personnel weapon) + it was rather insensitive, so I decided to remove it.
@ThomasRoderick
I intended to do the release by selecting and "firing" the bombs (I used pylon's release mech for jettisoning), but yeah, if I made it release store via pylons & dedicated release mechanism, that would make it more universal. I'll work on a new version, shouldn't be too hard a modification.
@ThomasRoderick
Yeah, that's one thing I wasn't able to fix with this version (though I've made some other improvements). It can be done if you integrate the bombs into the system, where the drop is done by the pylon (I used exactly this for my other custom weapon project), but it wasn't an option for this one, since I made the racks with reusability/adaptability in mind (so you can put any bomb on them). I tried changing the order of connection, placement of individual station in relation to each other, etc., but none worked. So you gotta bare with it dropping the side bombs ar t the front first...
Actually, I can use the cannon ammo count trick and make it work for any bomb, not sure if I should incorporate the feature to this version though (it's already been on hold for months)
@ThomasRoderick
Yeah, the visual effect of the explosion isn't very napalm like. I was working on a modified version of potato's Napalm which uses no AGs and can instead be dropped like any other bombs, but canned the project because of that + immense lag caused by a few hundred rockets n detachers.
The racks are the Vietnam-post Vietnam era MER/TER type (multiple/triple ejector racks) that can carry up to 6 or 3 bombs. But this one is reusable in that, it's not "built in" to an aircraft. It's also fairly light, and won't flop under low physics. I just gotta finish the description text.
+1@ThomasRoderick
+1@ThomasRoderick
+1Oh--I was mistaken in that case. When does it dispawn?
@ThomasRoderick
+1I'll be publishing a low-physics proof bomb ejector racks (with some bombs) later btw, would you mind if I tag you on the post? I think you might like it
@ThomasRoderick
Yeah, I was referring to the lock-on free missile thing, which I think we both used as the basis for the custom rockets (Zuni this one in my case).
You can make the missile work underwater in fact, if you set
waterproof
attribute toTrue
(it's a hidden variable, and it doesn't exist for bombs. Not sure about rockets).But I didn't know about the cannon trick. I assume this cannon is attached to a custom projectile, and you "fire" it when it's near the target to cause explosion? Or is it connected to your ship via winch and launched by a detacher or something? Interesting technique either way.
Edit 1
Oh also--did you know that rockets on a detacher can be fired remotely (when disconnected from the primary cockpit) by activating the detacher? Didn't discover the trick myself (I learned this from this (Napalm by Potato21)) , but it's got some cool uses.
@Leviatham
+1Unfortunately there isn't at the moment. It's either the ExplosionScale of rockets can't be changed, or maybe game doesn't even have the parameter for the parts.
You can make a custom missile that flies straight and doesn't need a target (maybe this is what you mean by the cannon trick?), but it will be less reliable (it will explode upon contact with a plane, but can go through terrain sometimes).
@WrightDefense
+1Go into cannon's xml (with Overload or something), and you'll find an attribute called "launchVolume." You just need to edit the number and make it 0.
Thanks for the comments, upvotes, and highlights, everyone!:)
@Hannyboy
+1Yeah, I took a little break from the game, and now I'm taking it slow to avoid burnout. That, and also due to life stuff in general.
I've been working on each of my SP projects bit by bit though, so the MiG-17, airbase target and some other stuff haven't been abandoned.
Download:
Weapon (CBU-14/A and CBU-2/A)
https://www.simpleplanes.com/a/52m642/CBU-2-A-and-CBU-14-A-cluster-bomb-munition-dispensers-custom-weapons2
A-1 in the video, by otayahiromo8211 (original, no ejection pilot)
https://www.simpleplanes.com/a/WcWIJh/Douglas-A-1-Skyraider
A-1J by mmsace (comes equipped with the CBU-14/A, ready for blasting)
https://www.simpleplanes.com/a/75Y1u0/A-1J-Skyraider
@GeForce
Bullet proof metal...and lots of love, obviously!
Tagging again, fixed version
@DatRoadTrainGuy19
@RepublicOfCursedPlanes
Just incredible! Love it!!!
+1Tag for tactical washing machine!
@DatRoadTrainGuy19
@RepublicOfCursedPlanes
Washing machine has been uploaded!https://www.simpleplanes.com/a/GM7Yj0/Washing-Machine-piston-alarm-sound-device
@Hannyboy
Sorry for my late reply, according to my research, those revetment blast walls are about 12 feet tall/about 3.7m, 5.5 feet (1.7m) in thickness, and each panels are 5 to 10 feet (3m) wide. I made a fairly accurate version since I took these pics above, so I plan to upload it at some point.
@Capitainecheese
+1Thanks for the reminder
I plan to release it eventually, I gotta the finish the build
Nice T110E5, it's one my favorite looking US 'never-built's. Also, thanks a lot for the credits, really appreciate that.
@IDNSatyaSlebew
Plane crashed into the ocean during one of the test flights. We are doing our best to recover the aircraft, stayed tuned for further update.
@DEADSHOT16
Thanks!
@DatRoadTrainGuy19
+1Hopefully this year
Been taking breaks to avoid complete burnout, but I've made some progress with some parts of the project. Keep your hopes and expectations low though (both with quality and release date), you don't wanna get disappointed, lol
@Commander9013
+1It can, though you must use cannons for it to work. Cant use minigun or wing gun.
I was experimenting with it a while ago actually, though I kinda forgot how well it worked. You should experiment with the idea :)
@IDNSatyaSlebew
No, they should be the normal fuselage blocks
If you don't mind cluttering the weapons menu, you can use a cannon or missile (with very low explosionScale--but not zero) as the trigger for the alarm. To be more precise, their ammo count. Attach them to the part, name them "Wing left" or "Tail", and if they get destroyed with the part, their ammo goes to 0. And that will trigger the alarm.
+1(You can use something like "clamp01(ammo("Tail")=0)" for the light's input (not the activationGroup))
@Wywtt080
+1Thanks for adding the credit, and archiving their plane!:)
@Wywtt080
+1Hey, you forgot to mention this is a model by Spark1645.
You should (need to) credit the original creator in the description or title.
Very nice! Turn rate feels realistic and is fun to fly, and parts usage feels very efficient. Looks beautiful too. I'd have preferred it if the first person camera was located in the general cockpit position, but that's a minor issue. (Oh and flap would be a nice addition as well)
+1Edited bullet scale is also a nice touch.