@Farewellntchii
I haven't finished my next test ships yet, and therefore (haven't) done enough testings yet to see what's really viable, but right now, I'm thinking that a ship should sink when she takes 80-90 (this is for DD) shells of its own main guns. That's based on approx average damage (so it's about x0.35 of projectileVelocity * impactDamageScaler).
And I'm thinking of buoyancy blocks layouts like this 2x7 configuration or this 3x7 configuration
You can get the HP per block by number of hull blocks/(90*damage)
.
Now the part I'm still not sure of is how much impactDamageScalar is appropriate. Higher it is, more pushing force it gets, meaning that a ship will literally be pushed when hit, if it's not heavy enough. My original idea was to translate 1kg of shell weight to 1 IDS, but that would require the ship to be incredibly heavy, if we don't want to see them slide sideways really fast.
So....... maybe we can try 1kg to 1/3 IDS conversion?
If we go by 1/3 conversion, Fuso's main gun damage & HP will be
Vickers 14 in/45
(Using wikipedia specs from https://en.m.wikipedia.org/wiki/Vickers14inch/45navalgun
Shell weight 674kg = 225IDS (rounded up)
225 * 775(m/s) * 0.35 = 61030 approx average damage per shot (on flat surface at perpendicular angle)
61030 * 50 shots = 4,272,100 HP total
4,272,100 / 21 = 203,433 HP per block
(80/90 number was for DD with high fire-rate guns, so I reduced the hypothetical shots-to-kill to 50 to account for slower fire rate. It's not decided based on any testings or anything (I'll do it at one point). Might be too much, might be too little. Will be painfully tough in long range engagement though. I think displacement should be considered in some form, like heavier ship can take a few more shots than lighter ones of the same main armament class)
On a second though, it might make more sense to use displacement as the base value for HP calculation. I'll have to think about this
I used to be able to activate many of those cheats without looking at anything, and I could so it pretty fast. lol Occasionally did the thing where you climb beyond the altitude limit with a floaty tank, spawn a bunch of Hydras mid-fall, and see them hit the ground and explode after you landed. I played the game on PS2.
.
.
Sorry, I couldn't see your response before the post was removed (like last week), but these new paint schemes are pretty sick, love them!
I might try and see if I can make custom landing gears for the plane. (Emphasis on might)
@KaiserRedGamer
Thanks! I owe a lot of ideas in this to ship building games I used to play (such as BSC and navalcraft), as well as SP tank armor/damage model by another builder named wernster.
.
I'm really hoping people try and develop this concept further. I gotta work on my demo ships too though, I want to show people that we have already everything needed to build ships that can sail on its own on a set path, and aim and fire cannons with FT autoaim (AI used cannon after they expend their missiles (they must be air to air or multirole). Can't wait to have actual ships combat in SP:]
Let me know if you got any cool ideas, too!
@Cosmosavia
Haha thanks, AI ship that can fight you or other AI, is already possible (I'm slooowly building one as a demo build). And don't worry, domination of, not just SP, but all lands on earth is on my agenda. lol
@Oukarine
I'm new to ship building in SP myself, so I can't give you much advice on that, but I'd recommend you study other people's ships. Pay attention to the positions of the rudder/engine, and for rudders, which direction each one turns.
.
There are several ways to do rudders and propulsion (so I've been told). For steering, you can use a wing on a rotator or a VTOL engine + nozzle combo (or, a gyro). One VTOL method I've heard from a friend, is you use 3 VTOL nozzles. One at the bow, one midship, and one stern. Bow and midship ones should turn in the same direction, and stern nozzle should turn to the opposite direction... that's about all I know.
This is such a cool innovation, and I love the older-gen videogame look of it! (Really reminds me of tank track in some PS2 games and such). Kinda feels fitting for SP. Really great in terms of part-economy/game performance than the existing methods, too, which is awesome.
Kudos/thanks for sharing the idea with!! X)
@Sparky6004
Yeah. The same can be applied to sea traffic too (if the existing one doesn't work like that already). And if it's a battleship with working auto-aim and all that, you already have a more-realistic naval battle there. (Really need an option to set teams for AI and yourself, instead of just "Default" or "Aggressive")
It may even work with air traffic, if auto landing/taxing can be done on the mod side (can be done via FT too). I dunno what exactly mod can do in the game, but it's possible even without mods. People have made autoland capable autopilot FT, just need to make them auto taxi
@winterro https://www.simpleplanes.com/a/VFqB7w/Automatic-gift-delivery
Here's an example, by 11qazxc. I'm not exactly sure how the ft on this works myself yet, but replacing the appropriate coords on the truck will make it able to drive from Bandit to Yeager or vice versa
@rexzion
Oh no, I wouldn't know what do do if that were to happen! That would be an incredibly effective and funny prank! Please plz don't do it @Jandrew! wink
@atgxtg https://www.simpleplanes.com/a/1taUu8/Rotator-current-angle-demo-part-variable
Sorry it took a while, here's the thing. I took some inspiration from your option 1 and incorporated a rotating destination name thing (very James Bondian if you ask me, haha), as well as a simple text indicator.
I can't say for sure since I don't know how you'll do the pointing part of the thing, but if you use if argument ("A ? B : C" thing) like in the text indicator, I think you can do with just one set of the thing (that shows direction)
@atgxtg
Oh, great! Will take a look at the page, thanks. (Gonna see if my brain can understand it... lol)
As for how to select destination from multiple options, I think using a rotator + 1 activationGroup might be the most economical solution, as it won't use too many AGs or other controls like Trim. The part has a variable called Current Angle, which lets you get its current rotation (I think it ranges from -179 to 179).
Let me get a quick demo build, I think it'll work pretty well for this.
Huh, I wonder why it happens..
It's cool you changed performance for each mode though, missile in the game (SA) does perform differently against air target and ground target (and somehow very weak against cars, I think? lol)
Sorry for the delayed response, by the way. (I can be very bad with response)
Oh-wait, scratch the last sentence. It works differently from how I imagined it. Still a cool gizmo, though
(It doesn't use any fixed coords. It points to where you spawned at)
@atgxtg
That does sound cool, the navigation system. I would have to re-learn a lot of math to write FT for it (getting straight distance between you and any given island from XYZ coords, I have no idea how. I'm pretty sure it's possible though), but if I can figure out how this machine (link/"Homing Compass" by PilotOfFiture) works, I think I can do the 'point to island's direction' part with relative ease
I've been working on a system for ships to do something similar to the disintegrating plane thing I mentioned earlier. I wrote a fairly detailed description on how it works, and I touched on part disconnection mechanic and such. Might have some info you find useful for this project https://www.simpleplanes.com/a/9K7E8p/Sinkable-ship-damage-model-buoyancy-Description-Redone
Not sure if I can do like a collab build, but I would love to discuss ideas or maybe make/provide some components. If that's good enough
.
.
Parts don't break when disconnected
As for parts disconnection, I guess it's kind of possible? Generally not with weapons that make explosion though (due to "insta-kill switch" mechanic of explosion damage)
You can set their HP really high and/or disable their collision, and set partCollisionResponse to None. Setting pCR to None will take a part either no or less damage from ground collision, and somewhat reduces the chance of entire plane exploding in chain-reaction (if the damage source is non-explosive or small enough explosion)/if you are building an armored vehicle (ship or tank), you basically want to set it to None for pretty much every part in the build.
How you connect parts will also play a large role in the way a plane breaks.
@McChezborger
That sounds really cool, I'd be excited to see it done!
Throwing some ideas at you, I think cannon might work better than wing-gun/gatling gun (cannon rounds go through blocks with collision disabled). (Ignore this if you've already thought of it)
AI uses (forced to use) AirToAir/multirole cannon if they fire at least one AA missile and run out of missiles, so it might even be possible to get your 'brain' shot by enemy without losing your entire plane.
Regardless, that sounds really inventive and cool, I'd say you should go for it.
.
.
If you don't mind going some extra miles, you can probably make your plane disintegrate a bit more realistically (given that AI enemy is using cannon rather than wing gun) by disabling the collision of major exterior parts like wings and fuselage blocks, connecting them with blocks that have collision (partCollisionResponse of exterior parts must be set to None). This way, when cannon rounds destroy the connectors, plane will fall apart instead of exploding. Hit box can be matched with how the plane looks, simply by shaping & sizing these connectors like the exterior. Hm... I might make a demo plane for the disintegration system later, I was just playing with the idea in my head but this seems pretty neat. If combined with your pilot mechanism, it might make some pretty fun planes to shoot at
Hi:)
If you are new to the site, be sure to read the rules here (link).
As a general rule, you shouldn't upload a build made by other person if you didn't make any modifications. It seems this one fits in that category (no modifications), but if you did change things, you can let others know using the build description.
@atgxtg
That makes sense (and traveling in a slower plane sounds really nice, haha).
Hm... that gave me an idea. Some kind of toggle-able auto-pilot system that makes your plane fly in a circle when you are close to one of the islands. For when you want to point your plane to a general direction of a location, go AFK, but don't wanna waste time looking for the place when you come back.
I don't have the expertise to write code for it myself, but I do know it's possible. Might be a fun project to propose to people, haha
@ThomasRoderick
Speaking of which, have I shown you this yet? I did some testings on explosive cannon damage, and the result was kinda confusing. I need to do further testings to know what's up with it, but my plan to utilize explosive shells for the ship combat thing seems to have hit a wall. I just can't tell how the damage & insta-kill trigger scales with the explosion scale/caliber.
.
.
Cannon: 100mm/explosionScaler 0.1
.
(impactDamageScaler is set to 0, and muzzle velocity has no effect on damage. 500m/s shell and 999999m/s shell gave me the same result)
.
Block
1 HP - takes 1-2 shots (1-0.5 damage)
10 HP - takes 1-5 shots (10-2 damage)
100 HP - takes 3-10 shots (33-10 damage)
500 HP - 14-42 shots (35-12 damage)
750hp - 21-62 shots (35-12 damage)
900hp - 25-49-73 shots (36-12 dmg)
1000hp - 27-54-82 (37-12)
1500hp - 41-122 (37-12)
.
10000 hp
estimate: 285-833 (35-12 dmg)
Result: 269-538-539-806-807-808-810 (37.17-12.34 dmg)
.
.
100mm/0.2 ES
HP 10000: insta-kill (10000+ dmg)
Hp 100000: insta kill (100000+)
Hp 1000000: instakill
.
1000mm/0.15 es
Hp 1000000: instakill
.
200mm/0.05es
HP 1000 - 690-1036
.
200mm/0.1es
Hp 10000 - instakill
20000 - 2-1 shots
@ThomasRoderick
Hurrah indeed!
Shame drag doesn't affect bomb's fall speed though, I wanted to differentiate old ww2 era high-drag GP bombs from modern low-drag ones. It's not impossible, but will take too much work & increase parts count unnecessarily. But on the positive side of things, now I have one less (fewer) reason to not disable drag calculations on bombs, so that's good.
Thanks for the link to your forum post btw, I was just thinking of looking for that myself.
@ThomasRoderick
Hehehh, I had a feeling you'd like this, lol
80m for Boom 50 and others definitely seems too large though, and it seemed 75m wasn't 100 percent accurate, either. Might need to do more experiments with precision.
Also--I found that (it seems at least) dragScale/drag calculation don't affect bomb's fall speed or trajectory, only mass does. Might affect airplane's performance though (yet to test that). Got any info on that?
@KangIntel
It's ok, everyone starts as a beginner. You'll get better with practice, but not without practice. You'll probably improve with every build you make. Just give it a try, you already have the ideas. And you can ask questions to people (just remember to be polite), and someone might be able to help you build it:)
@DimitriIqbal91
(Sorry, forgot to finish writing my response)
You're welcome. I'm not super familiar with Ace Combat (only seen some LPs), but I do recognize the, I guess, 'feel' of some of the crazy designs from the series (not in a bad way). It actually reminded me of a plane from an old DS game called Jet Impulse, what with downward tail and stuff. (which is an Ace Combat esque game with some wonderful weird designs and crazy plot)
This thing pic 1pic 2, one flying higher. (Sorry for the low res images)
It's basically F-22 Raptor with weird main wings and down angled tail, and I guess it's not that similar to you jet, but uh, I don't see tail like that too often, so I guess I made the connection there. lol
Also... this is a response to an even older comment from you, but your amphibious tank was quite nice. Handling of the wheel track felt really nice. (It drove much better than some of my vehicles.) Noticed a tendency to capsize under some conditions when sailing in the water, but other than that, I didn't see any flaws. Whatever problem you were having your track, it seemed it was all fixed.
P.S.
Oh yeah, looking at some pics of Morgan, I do see the inspiration. But I think I prefer this (your) design over it, lol
@atgxtg
Mmm, that makes sense. It's kinda cool that you can actually get lost like that. (I play on mobile, so there's no weather mod available)
You might find this useful too, in that case
Working GPS by IzzyIA https://www.simpleplanes.com/a/8E3o28/GPS-Functional
Doesn't display coords, but lets you see which island is where.
Note to keep track of what feedbacks I sent and what I haven't yet
【Stuff I sent】
-new attribute shortestAngle for joint rotator (lets your autoaim tator and such rotate 360 degrees continuously, without the 'snap' that happens at a certain point. Thanks to IzzyIA for mentioning it in their post)
.
-autoDispenseDelay (counter measure dispenser, number - changes how fast it fires when you press down the button)
.
-About cannon's damage (IDS, ES, projectileVelocity and diameter, as well as some other info)
.
-Boom 50 and 25's blast radius per explosionScale, as well as some other info about them (80 meters per 1 es)
.
.
【Uncertain】(I may have sent them)
-lookBackTranslation (cameraVantage, input X,Y - moves your camera sideways/vertically when you look beyond a 90 degs to the left or right. AutoCenter must be enabled)
.
-Missile's function (you can have the same type of missile with different function as long as they have different names. Conversely, if you have different weapons with the same name &different function/roll, one of them will become unselectable)
.
.
I'll uh, quietly ignore the test result of my wip civilian car. There will be no safety recalls.
(You can reduce collision damage even more by setting partCollisionResponse of all part involved to "None" btw)
Comment "T" or "Tag" for disappointment!
(Make sure to write which one you wanna get tagged for, flyable MiG or F-84 target (or both))
@Farewellntchii
I haven't finished my next test ships yet, and therefore (haven't) done enough testings yet to see what's really viable, but right now, I'm thinking that a ship should sink when she takes 80-90 (this is for DD) shells of its own main guns. That's based on approx average damage (so it's about x0.35 of
projectileVelocity * impactDamageScaler
).And I'm thinking of buoyancy blocks layouts like this 2x7 configuration or this 3x7 configuration
You can get the HP per block by number of hull blocks/(90*damage)
.
Now the part I'm still not sure of is how much impactDamageScalar is appropriate. Higher it is, more pushing force it gets, meaning that a ship will literally be pushed when hit, if it's not heavy enough. My original idea was to translate 1kg of shell weight to 1 IDS, but that would require the ship to be incredibly heavy, if we don't want to see them slide sideways really fast.
So....... maybe we can try 1kg to 1/3 IDS conversion?
If we go by 1/3 conversion, Fuso's main gun damage & HP will be
On a second though, it might make more sense to use displacement as the base value for HP calculation. I'll have to think about this
@phrongus
Because kaboom, of course
"Stolen aircraft, prepare to vaporized"
L1 L2 L2 ↑ ↓ ↓ ↑ R1 R2 R2
I used to be able to activate many of those cheats without looking at anything, and I could so it pretty fast. lol Occasionally did the thing where you climb beyond the altitude limit with a floaty tank, spawn a bunch of Hydras mid-fall, and see them hit the ground and explode after you landed. I played the game on PS2.
+2.
.
Sorry, I couldn't see your response before the post was removed (like last week), but these new paint schemes are pretty sick, love them!
I might try and see if I can make custom landing gears for the plane. (Emphasis on might)
Glorious...
+1@KaiserRedGamer
+1Thanks! I owe a lot of ideas in this to ship building games I used to play (such as BSC and navalcraft), as well as SP tank armor/damage model by another builder named wernster.
.
I'm really hoping people try and develop this concept further. I gotta work on my demo ships too though, I want to show people that we have already everything needed to build ships that can sail on its own on a set path, and aim and fire cannons with FT autoaim (AI used cannon after they expend their missiles (they must be air to air or multirole). Can't wait to have actual ships combat in SP:]
Let me know if you got any cool ideas, too!
@Cosmosavia
+1Haha thanks, AI ship that can fight you or other AI, is already possible (I'm slooowly building one as a demo build). And don't worry, domination of, not just SP, but all lands on earth is on my agenda. lol
@Oukarine
I'm new to ship building in SP myself, so I can't give you much advice on that, but I'd recommend you study other people's ships. Pay attention to the positions of the rudder/engine, and for rudders, which direction each one turns.
.
There are several ways to do rudders and propulsion (so I've been told). For steering, you can use a wing on a rotator or a VTOL engine + nozzle combo (or, a gyro). One VTOL method I've heard from a friend, is you use 3 VTOL nozzles. One at the bow, one midship, and one stern. Bow and midship ones should turn in the same direction, and stern nozzle should turn to the opposite direction... that's about all I know.
I hear a song in my head
+1.
.
He's gonna take you back to the past...
To the play the SimplePlanes and make stuff...
He'd rather have...
This is such a cool innovation, and I love the older-gen videogame look of it! (Really reminds me of tank track in some PS2 games and such). Kinda feels fitting for SP. Really great in terms of part-economy/game performance than the existing methods, too, which is awesome.
+2Kudos/thanks for sharing the idea with!! X)
@Sparky6004
Yeah. The same can be applied to sea traffic too (if the existing one doesn't work like that already). And if it's a battleship with working auto-aim and all that, you already have a more-realistic naval battle there. (Really need an option to set teams for AI and yourself, instead of just "Default" or "Aggressive")
It may even work with air traffic, if auto landing/taxing can be done on the mod side (can be done via FT too). I dunno what exactly mod can do in the game, but it's possible even without mods. People have made autoland capable autopilot FT, just need to make them auto taxi
@winterro
https://www.simpleplanes.com/a/VFqB7w/Automatic-gift-delivery
Here's an example, by 11qazxc. I'm not exactly sure how the ft on this works myself yet, but replacing the appropriate coords on the truck will make it able to drive from Bandit to Yeager or vice versa
@rexzion
Oh no, I wouldn't know what do do if that were to happen! That would be an incredibly effective and funny prank! Please plz don't do it @Jandrew! wink
@BaconAircraft
Glad you liked it!:) Yeah, exactly what I was thinking, would really love to see (more) autoland + auto taxi FT done.
This thing (below) might also come in handy for landing approach coding, though, now that I think about it, I probably should've added speedometer as well.
https://www.simpleplanes.com/a/Wo4LgC/XYZ-coord-recorder-Route-charter-Mk1-record-longitude-altitude-and-latitude-au
This is wonderful!
Love it!!
@atgxtg
https://www.simpleplanes.com/a/1taUu8/Rotator-current-angle-demo-part-variable
Sorry it took a while, here's the thing. I took some inspiration from your option 1 and incorporated a rotating destination name thing (very James Bondian if you ask me, haha), as well as a simple text indicator.
I can't say for sure since I don't know how you'll do the pointing part of the thing, but if you use
if
argument ("A ? B : C" thing) like in the text indicator, I think you can do with just one set of the thing (that shows direction)@atgxtg
Oh, great! Will take a look at the page, thanks. (Gonna see if my brain can understand it... lol)
As for how to select destination from multiple options, I think using a rotator + 1 activationGroup might be the most economical solution, as it won't use too many AGs or other controls like Trim. The part has a variable called
Current Angle
, which lets you get its current rotation (I think it ranges from -179 to 179).Let me get a quick demo build, I think it'll work pretty well for this.
@OrderlyHippo
I don't. It keeps me up at night...
@VenusLancer
Huh, I wonder why it happens..
It's cool you changed performance for each mode though, missile in the game (SA) does perform differently against air target and ground target (and somehow very weak against cars, I think? lol)
Sorry for the delayed response, by the way. (I can be very bad with response)
Oh-wait, scratch the last sentence. It works differently from how I imagined it. Still a cool gizmo, though
(It doesn't use any fixed coords. It points to where you spawned at)
@atgxtg
That does sound cool, the navigation system. I would have to re-learn a lot of math to write FT for it (getting straight distance between you and any given island from XYZ coords, I have no idea how. I'm pretty sure it's possible though), but if I can figure out how this machine (link/"Homing Compass" by PilotOfFiture) works, I think I can do the 'point to island's direction' part with relative ease
@ChinaColorfulAirlines
Thank you:) And that's fine!
I've been working on a system for ships to do something similar to the disintegrating plane thing I mentioned earlier. I wrote a fairly detailed description on how it works, and I touched on part disconnection mechanic and such. Might have some info you find useful for this project
https://www.simpleplanes.com/a/9K7E8p/Sinkable-ship-damage-model-buoyancy-Description-Redone
Also some explanation on cannon
https://www.simpleplanes.com/Forums/View/1496330/SIMPLECHEATS-II-an-updated-comprehensive-list-of-all-known-XML-attributes#comment-4227148
@McChezborger
Not sure if I can do like a collab build, but I would love to discuss ideas or maybe make/provide some components. If that's good enough
.
.
As for parts disconnection, I guess it's kind of possible? Generally not with weapons that make explosion though (due to "insta-kill switch" mechanic of explosion damage)
You can set their HP really high and/or disable their collision, and set partCollisionResponse to None. Setting pCR to None will take a part either no or less damage from ground collision, and somewhat reduces the chance of entire plane exploding in chain-reaction (if the damage source is non-explosive or small enough explosion)/if you are building an armored vehicle (ship or tank), you basically want to set it to None for pretty much every part in the build.
How you connect parts will also play a large role in the way a plane breaks.
@McChezborger
That sounds really cool, I'd be excited to see it done!
Throwing some ideas at you, I think cannon might work better than wing-gun/gatling gun (cannon rounds go through blocks with collision disabled). (Ignore this if you've already thought of it)
AI uses (forced to use) AirToAir/multirole cannon if they fire at least one AA missile and run out of missiles, so it might even be possible to get your 'brain' shot by enemy without losing your entire plane.
Regardless, that sounds really inventive and cool, I'd say you should go for it.
.
.
If you don't mind going some extra miles, you can probably make your plane disintegrate a bit more realistically (given that AI enemy is using cannon rather than wing gun) by disabling the collision of major exterior parts like wings and fuselage blocks, connecting them with blocks that have collision (partCollisionResponse of exterior parts must be set to None). This way, when cannon rounds destroy the connectors, plane will fall apart instead of exploding. Hit box can be matched with how the plane looks, simply by shaping & sizing these connectors like the exterior. Hm... I might make a demo plane for the disintegration system later, I was just playing with the idea in my head but this seems pretty neat. If combined with your pilot mechanism, it might make some pretty fun planes to shoot at
Thanks for the mention, they look very nice!
Love the long jacket (coat?)
This is nice...
And I love those pillows. So simple, yet so right. lol
Locking the missiles using magnets, that's inventive!
This is wonderful!
Tagging people who might be interested, sorry if you aren't
@rexzion @11qazxc @klm747klm747
Hi:)
If you are new to the site, be sure to read the rules here (link).
As a general rule, you shouldn't upload a build made by other person if you didn't make any modifications. It seems this one fits in that category (no modifications), but if you did change things, you can let others know using the build description.
(If you liked my build, that I'm happy with:) )
@atgxtg
That makes sense (and traveling in a slower plane sounds really nice, haha).
Hm... that gave me an idea. Some kind of toggle-able auto-pilot system that makes your plane fly in a circle when you are close to one of the islands. For when you want to point your plane to a general direction of a location, go AFK, but don't wanna waste time looking for the place when you come back.
I don't have the expertise to write code for it myself, but I do know it's possible. Might be a fun project to propose to people, haha
@ThomasRoderick
+3Speaking of which, have I shown you this yet? I did some testings on explosive cannon damage, and the result was kinda confusing. I need to do further testings to know what's up with it, but my plan to utilize explosive shells for the ship combat thing seems to have hit a wall. I just can't tell how the damage & insta-kill trigger scales with the explosion scale/caliber.
.
.
Cannon: 100mm/explosionScaler 0.1
.
(impactDamageScaler is set to 0, and muzzle velocity has no effect on damage. 500m/s shell and 999999m/s shell gave me the same result)
.
Block
1 HP - takes 1-2 shots (1-0.5 damage)
10 HP - takes 1-5 shots (10-2 damage)
100 HP - takes 3-10 shots (33-10 damage)
500 HP - 14-42 shots (35-12 damage)
750hp - 21-62 shots (35-12 damage)
900hp - 25-49-73 shots (36-12 dmg)
1000hp - 27-54-82 (37-12)
1500hp - 41-122 (37-12)
.
10000 hp
estimate: 285-833 (35-12 dmg)
Result: 269-538-539-806-807-808-810 (37.17-12.34 dmg)
.
.
100mm/0.2 ES
HP 10000: insta-kill (10000+ dmg)
Hp 100000: insta kill (100000+)
Hp 1000000: instakill
.
1000mm/0.15 es
Hp 1000000: instakill
.
200mm/0.05es
HP 1000 - 690-1036
.
200mm/0.1es
Hp 10000 - instakill
20000 - 2-1 shots
@ThomasRoderick
+2Hurrah indeed!
Shame drag doesn't affect bomb's fall speed though, I wanted to differentiate old ww2 era high-drag GP bombs from modern low-drag ones. It's not impossible, but will take too much work & increase parts count unnecessarily. But on the positive side of things, now I have one less (fewer) reason to not disable drag calculations on bombs, so that's good.
Thanks for the link to your forum post btw, I was just thinking of looking for that myself.
@Magnavox20MS233S
Thank you:)
This is so, so cool. Great work!!
+1@ThomasRoderick
Hehehh, I had a feeling you'd like this, lol
80m for Boom 50 and others definitely seems too large though, and it seemed 75m wasn't 100 percent accurate, either. Might need to do more experiments with precision.
Also--I found that (it seems at least) dragScale/drag calculation don't affect bomb's fall speed or trajectory, only mass does. Might affect airplane's performance though (yet to test that). Got any info on that?
+1@KangIntel
+1It's ok, everyone starts as a beginner. You'll get better with practice, but not without practice. You'll probably improve with every build you make. Just give it a try, you already have the ideas. And you can ask questions to people (just remember to be polite), and someone might be able to help you build it:)
@KangIntel
You should try building that yourself, sounds like a cool idea.
@DimitriIqbal91
(Sorry, forgot to finish writing my response)
You're welcome. I'm not super familiar with Ace Combat (only seen some LPs), but I do recognize the, I guess, 'feel' of some of the crazy designs from the series (not in a bad way). It actually reminded me of a plane from an old DS game called Jet Impulse, what with downward tail and stuff. (which is an Ace Combat esque game with some wonderful weird designs and crazy plot)
This thing pic 1 pic 2, one flying higher. (Sorry for the low res images)
It's basically F-22 Raptor with weird main wings and down angled tail, and I guess it's not that similar to you jet, but uh, I don't see tail like that too often, so I guess I made the connection there. lol
Also... this is a response to an even older comment from you, but your amphibious tank was quite nice. Handling of the wheel track felt really nice. (It drove much better than some of my vehicles.) Noticed a tendency to capsize under some conditions when sailing in the water, but other than that, I didn't see any flaws. Whatever problem you were having your track, it seemed it was all fixed.
P.S.
+1Oh yeah, looking at some pics of Morgan, I do see the inspiration. But I think I prefer this (your) design over it, lol
Love the design with V bomber inspiration, and also the lore. Relatively low-part count, too, which is a plus (for me at least). Nice plane!
+1@Farewellntchii
Thanks chii:) Frame is from a nuke tester I built last year, didn't think I'd use it again, but now I'm glad I made it lol
@KangIntel
👍👍
@KangIntel
Hey, not to speak on behalf of 32, but why not give it a nice upvote? A little thanks wouldn't hurt, too :)
@atgxtg
Mmm, that makes sense. It's kinda cool that you can actually get lost like that. (I play on mobile, so there's no weather mod available)
You might find this useful too, in that case
Working GPS by IzzyIA
https://www.simpleplanes.com/a/8E3o28/GPS-Functional
Doesn't display coords, but lets you see which island is where.
Note to keep track of what feedbacks I sent and what I haven't yet
【Stuff I sent】
-new attribute
shortestAngle
for joint rotator (lets your autoaim tator and such rotate 360 degrees continuously, without the 'snap' that happens at a certain point. Thanks to IzzyIA for mentioning it in their post).
-
autoDispenseDelay
(counter measure dispenser, number - changes how fast it fires when you press down the button).
-About cannon's damage (IDS, ES, projectileVelocity and diameter, as well as some other info)
.
-Boom 50 and 25's blast radius per explosionScale, as well as some other info about them (80 meters per 1 es)
.
.
【Uncertain】(I may have sent them)
-lookBackTranslation (cameraVantage, input X,Y - moves your camera sideways/vertically when you look beyond a 90 degs to the left or right. AutoCenter must be enabled)
.
-Missile's function (you can have the same type of missile with different function as long as they have different names. Conversely, if you have different weapons with the same name &different function/roll, one of them will become unselectable)
.
.
【Stuff I haven't sent yet】
-Blast radius per ES of other weapons
+1This is nice!
I didn't know about shortestAngle thing, so I'm glad I visited this post regardless.
Beautiful!
+1Nice! Simple-yet-effective.
I'll uh, quietly ignore the test result of my wip civilian car. There will be no safety recalls.
(You can reduce collision damage even more by setting partCollisionResponse of all part involved to "None" btw)