@C47skytrain
I don't think that's possible, unfortunately.
Cannon's explosion size and damage are determined by caliber (diameter) and explosionScaler (as far as I know), and if you make the value of either one of them (or both) small, explosion will be small and weak. And if you make them large, explosion becomes large and powerful. Unlike bombs, missiles, etc., you can't change the size of explosion effect independent of the actual damage and blast radius.
(I'll probably have submitted this to the google doc form by the time anyone reads this) 【My testing method】
I put bomb on a tower which releases the bomb and causes it to explode upon hitting the ground.
Measured bomb's explosion radius by lining up panels (with labels that indicated the distance) every 10 meters from the point of explosion, and recording the furthest panel affected by the explosion. Panels were all disconnected from the cockpit or other stuff. I've done this on Wright Airport default spawn.
(This one is about bombs. I haven't made my testing contraption public yet, but it's a pretty simple thing)
. 【What I've learnt】
-1 explosionScale makes about 80 meters of blast radius. Stuff at the edge of blast radius was affected less (barely affected).
.
-explosionScale multiplies the blast radius in a linear manner. 1 ES creates 80m blast radius, 2 es 160m, 3 es 240m... etc. At least that was the case in my testing, with the contraption that could measure effect up to 500 meters.
.
-Scale of the bomb 'part' does not seem to affect blast radius or damage. (If it's large enough, bomb collides with the ground earlier and resulting explosion can occur at higher position)
.
-Detonating multiple bombs of the same exploSc at the same location does not change blast radius. I assume it only affects damage within the radius.
.
-Unrelated but...
If you make the scale of a part in a build really really large, like "500000,1,1" large, it messes up the particular aircraft data. Some parts will move and some parts become invisible. Couldn't be fixed by exiting the game. If you save the aircraft in this state, I would guess that the aircraft file in question is ruined.
First off, you can find my testing method & contraption used for the testings in my build page ("damage tester" series of builds are it).
Given the simplicity of the experiment, I'm fairly sure my testing method was fine, but I don't have much of academic/scientific discipline, and you could always just, make mistakes, so please do let me know if you find a flaw in my method or conclusions. Suggestions to improve the testing machines are also welcome, though I'd appreciate it if you could do modifications yourself. Kinda want to get away from these for a while, haha.
(My testing method was to fire cannon(s) at blocks' flat surface at nearly perpendicular angle, and counting & recording the number of shells it took to destroy the block. Semi automated process.)
.
. 【General information】
-Cannon damage has RNG element, whether it's Basic or Explosive.
.
-Both Basic and Explosive types do impact damage, as long as both impactDamageScaler and muzzle velocity aren't zero.
.
. 【Basic type】
-Shell can bounce off (ricochet) if hitting the object (of sufficient HP? Needs testing) at a shallow angle.
.
-Angle of the surface in relation to the shell seems to affect impact damage. Seems to do less damage when hitting object at shallower angle. Needs further testing. Might apply to explosive type as well.
.
-"Basic" type cannon has tiny explosion that cannot be disabled. From what I've been told this explosion does do damage and is affected by caliber. I believe it has nothing to do with explosionScaler of the cannon. Needs more testings to confirm these.
.
. 【Explosive type】
-explosionScaler and caliber determine the explosion damage of "Explosive" type cannon.
.
-Shell detonates/disappears upon impact.
Does not bounce off (ricochet).
.
-Explosion can be disabled with 0 explosionScale.
.
-Explosion can destroy connections between blocks (=disconnect blocks), even when it's not enough to destroy the blocks themselves.
.
-Unlike impact damage, explosion damage of the cannon does not seem to scale linearly with explosionScaler. Multiplying explosion scaler doesn't simply multiply the damage. Same for caliber.
Needs further testings to see the pattern.
.
-diameter: affects explosion damage, does not affect impact damage<br>
.
-explosionScaler: affects explosion damage.
Explosion damage does not seem to scale in a linear manner, unlike the impact (kinetic) damage.
.
. 【Impact (kinetic) damage】
-'impactDamageScaler' and 'projectileVelocity' determine the impact (kinetic) damage of a cannon. Applies to both Basic and Explosive types.
.
Max impact damage can be roughly calculated with the following simple formula:
impactDamageScaler * velocity
This shows the approx maximum damage it can do to a block, when hitting a flat surface at roughly perpendicular angle.
1/3 of this is the approx minimum damage the cannon will do. Average was about x0.35 of the max damage in my testings.
It's hard to say with certainty, but it seemed like damage tended to be either 1/1, 1/2, or 1/3 of the max damage. 1/3 (ie min damage) was the most common, and 1/1 (max) was the most rare.
@R0gue
Haha, thanks.
I have no programming knowledge, but I was thinking it would be cool if I could build a cool (free, or cheap enough) open-source naval combat building game, in the vein of old Battleship Craft (or WSC) or Navalcraft, that can be played on mobile devices. Something a bit more casual than Navalart, but still has good range of freedom to build really cool stuff. SimplePlanes really does let me do a lot of things I wish I could do on these games, though, and I think a fairly decent module-based combat is still possible on this platform, so I'll stick to SP for now. But thanks for the idea;)
Let me know if you ever decide to build a game like that yourself though, I'd love to throw some ideas at it, lol
@Jasonkkkkkkkaow
Thanks:)
Parachute deploys when you fire weapons named "something Chute" (they are cannons). They'll detach when the ammo goes to 2 or something.
I've made some pretty significant improvements to the jet, so re-download the thing if you like:)
Hey, thanks for uploading the jet by itself:)
I'd appreciate it if you don't give it a different name (without making major modifications to the airplane) though, since this is an original design of mine.
@Timewolf
These two are the only ones in the game as far as I know, but you can get other data via math as well.
Check out this post
https://www.simpleplanes.com/Forums/View/1333110/Useful-FT-codes
Geez... I forgot that you can "focus" on a part by tapping/clicking a part in the connected parts list, and I was just desperately trying to find some non-existing tiny rotators that (I thought) should be somewhere near the tiny fuselage piece connecting them. lol
Predecessor to this one has all the versions I've made. But again, handling needs fixing. If you can improve it somehow, I'd very much appreciate it... though I guess I'd need to tell you how I want to improve them (which I kinda forgot)
I was procrastinating.. I mean, taking a break from other projects and building a B-52D. (mobile friendly, aircraft alone will be under 200 parts. Plus some 84 Mk82)
I wanted to implement wing-flex to the build, as they do on real plane. I used wing-2 and it was working fine when I was testing the plane in 1/4 scale, but when I scaled the plane back up to 1/1, I got this. Shame.
@Dash777
Thanks, that's a relief, haha
And no need to apologize, you aren't required to get permission to do that.
(Doesn't apply to this one, but if you use someone's build as the base for your build and it's not a successor, be sure to mention the original creator)
And this case, I wanted people to use and improve that type of tank tracks, so I'm actually happy you used it to build something new. (It's probably the best mobile friendly solution we have now)
Speaking of which, I have a lighter and smaller APC chasis made for my M113 (included in "Working Cargo Plane" build) so feel free to use it as the base if it suits your build
Oh and by the way, try connecting the planes with a rotator, for a fighter formation build. It's possible to do multi-plane formation build, but they don't fly straight if they are disconnected, for whatever reason
@Dash777
Nah don't mention it, keep up the nice work! That's a nice Grille you've built.
I should have asked you if you would mind my uploading a modified version before I uploaded this, though, sorry about that.
Anyway, try other wheel types and sizes, you can make different types of tracks with these :)
@Farewellntchii
Nah, you're good (so far, lol)
Matter in the sense of, durability? I don't think it does either, but I'll do some testing later just to be sure (we should have as much knowledge on the game mechanics as possible).
I think shape is more important than the size though. I would assume a round fuselage is more likely to deflect a shell than a cube, if the collider setting of the former is ConvexMesh.
.
Also... below is the result of my explosion damage testings. It's weird. Cannon: 100mm/explosionScaler 0.1
(impactDamageScaler is set to 0, and muzzle velocity has no effect on explosion 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 1,000,000: instakill
_
100mm/0.15 es
Hp 1,000,000: instakill
_
200mm/0.05es
HP 1000: 690 - 1036 shots
_
200mm/0.1es
Hp 10000 - instakill
Hp 20000 - 2-1 shots
@weebabyseamus
You're welcome and thank you, glad you liked it!:)
Yeah, your truck is from way before my time on the site (& the game), and I love how you did suspension and stuff with what was available back then, so much creativity. And it's still fun to drive, too! lol I had to bring it back, for newer players like me.
@Farewellntchii
Chii
Sorry it took long, I was mentally occupied.
First, armor and block mass.
I did some testing, and block mass had no noticeable effect on block durability. 1 mass block and 900000 mass block took about the same number of shots (on average) to destroy. You can check my newer damage tester to see this for yourself.
I wouldn't rule out the possibility that mass might affect durability under some circumstances, but for now, we can probably disregard that.
.
.
.
Second, armor thickness.
I think how much HP in SP amounts to how much armor thickness really depends on how many shots you want the block to survive. (It also needs be scaled to the cannon damage)
Right now, I'm thinking we should determine HP based on survivability than pure armor thickness. I don't want each engagement to drag on forever (I'm thinking battle between ships of the same/similar class should take like 10 mins at most), so a ship shouldn't be too tough, but also shouldn't be too weak.
I'll experiment with stuff, but I think maybe 60 to 80 shots from a gun the ship is armored against might work--I gotta do tests. Type of weapons it has should also be taken into account though. DD class guns has higher rate of fire than battleship guns, so maybe a BB should have less HP (relative to the damage of BB guns--it will of course be way above DD's) in order to balance the time it takes to sink one.
It also depends on how large each buoyancy block is. I think I wanna divide a ship in 7 sections in Z axis (fore-aft), and 2 (maybe 3) sections in X axis. So a ship will have like 12 to 14 (or 19 to 21) individual buoyancy blocks. (7/2 division is for mobile friendliness & simplicity's sake, for tougher ships, it may be better to have more division & less HP for each block, so you don't lose a lot of buoyancy for each block lost)
.
(It would be possible to create a more sophisticated system if we had penetration mechanic, but alas we gotta do with what we have.)
.
.
.
And third, gun damage.
I'm currently using 1kg of shell=1 Ids (impactDamageScaler) conversion, but turns out, high IDS nit only has high HP damage, it also has high "push force."
Which is annoying, since if we wanna use 1 to 1 conversion rate and maintain some realism, we have to make a ship really heavy to counter this... but as you know, rotators don't like really heavy aircraft.
So I think 1/2 or 1/4 the IDS might be a better way to go. This way, we don't have to make ships as heavy to make them heavy enough for the shells.
.
With 1 : 1/4 shell: IDS conversion, Mk 7 16 inch gun of Iowa class will still do damage between 233,363-77,788 per shot (wi
@SBSBSBSB114514
First, you have to save the pod as "sub assembly."
Grab the thing (rocket pod), and drop it to the blue box on top left of the screen. Give it a name, and click save. Now, this thing is saved as a sub assembly, and you can get it any time from "Sub Assemblies" in the Parts menu. Here's an image (click this)
Here's something potentially useful.
If you don't mind xml editing, you can use a single type of missile as a multirole weapon. Simply add a property function under Missile drop list and set it to MultiRole. Can also be AirToAir or AirToSurface, should work for all 4 missiles. (Note: property function is case sensitive (must not be capitalized), but MultiRole (or the other two roles) isn't.)
I know about it. wpSystem_ctgt_id variable setter must be zero if Time is less than 0.1s, but Time is global so it only works for player's airplane, and those who was spawned later will perhaps start from 1 or 2 (i.e. second or third point). Try to replace Time with sum(1) in wpSystemctgtid and it's activator.
Sorry, forgot to write back on this. Replacing Time with sum(1) didn't work, I've also tried to have the same target coords for waypoint 1 through 3, but somehow that didn't work either.
Do you think there's any other possible solution for this?
@DatRoadTrainGuy19
What about the game settings?
Playing on low physics might help a little (these trucks should work fine on low physics, since they have no suspension parts)
@B17fan
They should activate when the vehicle is deactivated, or their engine is on idle. Magnet power is too weak on the two APCs though, that's probably why they are falling off. If you know how to use Overload, increase their magnet power by 5 and see if that fixes it.
@11qazxc
It seems the damage value dice is rerolled every shot for (probably) every cannon. Still random, but at least they aren't locked into a single value per session like we thought
@Farewellntchii
You're welcome. And I've worked it out, if we treat impactDamageScaler as the shell weight (1 to 1kg conversion), you get theoretical average damage of about 462,900 damage per broadside for Mogami, with AP.
((920m/s55.9kg15)/0.6)
This is if we translate 1 impactDamageScaler to 1kg of shell weight though. So 55.9kg/55.9 IDS per shot. This results in british 14 inch gun having like 880 IDS, and 8 gun broadside of vanguard will be like 8,800,000... which may be a little too high for simpleplanes (sank beast with a single hit), so I'm thinking half of the might be good enough.
@Farewellntchii
I can't quite picture the torpedo thing in my head (illustration might help, if you can draw one for me), but turret blow-up system is very neat. I experimented with magazine detonation & turret launch system, but it didn't work well so ditched the idea at the moment. Sparky6004 has also experimented with it using enlarged torpedo, and it worked quite nice. (Thought it too cane with some caveats)
I'm thinking of a system where, you hide a magazine/barbette shaped & sized cannon underneath the turret and name it "magazine A" or something. Put the turret on a piston or detacher (gonna be finicky because they're gizmos and gizmos behave weird under dome conditions), and make them so they activate when the "magazine A" is destroyed and ammo("magazine A") goes to 0.
@ThomasRoderick
Answer to the first question, it doesn't. Caliber/diameter does not seem to have any noticeable effect on kinetic damage. 200mm/ids 10 400mm/ids 10
@C47skytrain
+1I don't think that's possible, unfortunately.
Cannon's explosion size and damage are determined by caliber (diameter) and explosionScaler (as far as I know), and if you make the value of either one of them (or both) small, explosion will be small and weak. And if you make them large, explosion becomes large and powerful. Unlike bombs, missiles, etc., you can't change the size of explosion effect independent of the actual damage and blast radius.
@Ethantheboss15
You're welcome;)
@KangIntel
+1Nah, sorry. I do take suggestions, but I don't do requests. I'm kinda busy with other stuff anyway
@atgxtg
Glad you find it useful:) And thanks, gotta try that code.
@Ethantheboss15
+1No problem, it's VTOL down when AG1 is on in current version, and VTOL down when AG1 off in the previous version
Yeah, I don't really know how label formatting works
+1If you need coords for Wright Airport, I made a map with xyz coords already (only for airport facilities)
https://www.simpleplanes.com/Forums/View/1704843/Wright-Airport-Map-with-Detailed-Coordinates-for-autopilot-coding-and-stuff-Lon
I've also surveyed most of Yeager Airport (nit finished yet)
Overview
https://media.discordapp.net/attachments/973002115993714688/1072574910272127156/Untitled172120230208024914.png
Hanger area
https://media.discordapp.net/attachments/973002115993714688/1072574910863515770/Untitled172620230208024738.png
Island photo (no coords)
https://media.discordapp.net/attachments/973002115993714688/1072574996641222787/15DA7B45-EB7F-4AD2-92AB-51ED9E556C1F.jpg
I haven't done any survey on the main island yet.
You need to write the attribute inside {} braces. Like this {Longitude}
Works for other attributes as well.
You can use this label. Shows XYZ as well as speed and heading
https://www.simpleplanes.com/a/KvSM8x/XYZ-coord-label-Mighty-Hauler-HUD-v2-KD84
Damn, this is something else
About bomb and bomb's explosion radius
(I'll probably have submitted this to the google doc form by the time anyone reads this)
+3【My testing method】
I put bomb on a tower which releases the bomb and causes it to explode upon hitting the ground.
Measured bomb's explosion radius by lining up panels (with labels that indicated the distance) every 10 meters from the point of explosion, and recording the furthest panel affected by the explosion. Panels were all disconnected from the cockpit or other stuff. I've done this on Wright Airport default spawn.
(This one is about bombs. I haven't made my testing contraption public yet, but it's a pretty simple thing)
.
【What I've learnt】
-1 explosionScale makes about 80 meters of blast radius. Stuff at the edge of blast radius was affected less (barely affected).
.
-explosionScale multiplies the blast radius in a linear manner. 1 ES creates 80m blast radius, 2 es 160m, 3 es 240m... etc. At least that was the case in my testing, with the contraption that could measure effect up to 500 meters.
.
-Scale of the bomb 'part' does not seem to affect blast radius or damage. (If it's large enough, bomb collides with the ground earlier and resulting explosion can occur at higher position)
.
-Detonating multiple bombs of the same exploSc at the same location does not change blast radius. I assume it only affects damage within the radius.
.
-Unrelated but...
If you make the scale of a part in a build really really large, like "500000,1,1" large, it messes up the particular aircraft data. Some parts will move and some parts become invisible. Couldn't be fixed by exiting the game. If you save the aircraft in this state, I would guess that the aircraft file in question is ruined.
About Cannon and cannon damage
First off, you can find my testing method & contraption used for the testings in my build page ("damage tester" series of builds are it).
Given the simplicity of the experiment, I'm fairly sure my testing method was fine, but I don't have much of academic/scientific discipline, and you could always just, make mistakes, so please do let me know if you find a flaw in my method or conclusions. Suggestions to improve the testing machines are also welcome, though I'd appreciate it if you could do modifications yourself. Kinda want to get away from these for a while, haha.
(My testing method was to fire cannon(s) at blocks' flat surface at nearly perpendicular angle, and counting & recording the number of shells it took to destroy the block. Semi automated process.)
.
.
【General information】
-Cannon damage has RNG element, whether it's Basic or Explosive.
.
-Both Basic and Explosive types do impact damage, as long as both impactDamageScaler and muzzle velocity aren't zero.
.
.
【Basic type】
-Shell can bounce off (ricochet) if hitting the object (of sufficient HP? Needs testing) at a shallow angle.
.
-Angle of the surface in relation to the shell seems to affect impact damage. Seems to do less damage when hitting object at shallower angle. Needs further testing. Might apply to explosive type as well.
.
-"Basic" type cannon has tiny explosion that cannot be disabled. From what I've been told this explosion does do damage and is affected by caliber. I believe it has nothing to do with explosionScaler of the cannon. Needs more testings to confirm these.
.
.
【Explosive type】
-explosionScaler and caliber determine the explosion damage of "Explosive" type cannon.
.
-Shell detonates/disappears upon impact.
Does not bounce off (ricochet).
.
-Explosion can be disabled with 0 explosionScale.
.
-Explosion can destroy connections between blocks (=disconnect blocks), even when it's not enough to destroy the blocks themselves.
.
-Unlike impact damage, explosion damage of the cannon does not seem to scale linearly with explosionScaler. Multiplying explosion scaler doesn't simply multiply the damage. Same for caliber.
Needs further testings to see the pattern.
.
-diameter: affects explosion damage, does not affect impact damage<br>
.
-explosionScaler: affects explosion damage.
Explosion damage does not seem to scale in a linear manner, unlike the impact (kinetic) damage.
.
.
【Impact (kinetic) damage】
-'impactDamageScaler' and 'projectileVelocity' determine the impact (kinetic) damage of a cannon. Applies to both Basic and Explosive types.
.
Max impact damage can be roughly calculated with the following simple formula:
This shows the approx maximum damage it can do to a block, when hitting a flat surface at roughly perpendicular angle.
1/3 of this is the approx minimum damage the cannon will do. Average was about x0.35 of the max damage in my testings.
It's hard to say with certainty, but it seemed like damage tended to be either 1/1, 1/2, or 1/3 of the max damage. 1/3 (ie min damage) was the most common, and 1/1 (max) was the most rare.
@R0gue
Haha, thanks.
I have no programming knowledge, but I was thinking it would be cool if I could build a cool (free, or cheap enough) open-source naval combat building game, in the vein of old Battleship Craft (or WSC) or Navalcraft, that can be played on mobile devices. Something a bit more casual than Navalart, but still has good range of freedom to build really cool stuff. SimplePlanes really does let me do a lot of things I wish I could do on these games, though, and I think a fairly decent module-based combat is still possible on this platform, so I'll stick to SP for now. But thanks for the idea;)
Let me know if you ever decide to build a game like that yourself though, I'd love to throw some ideas at it, lol
+1Feb 7, 2023
Hey guys,
I've made some fairly significant improvements to the plane, so re-download the jet if you haven't yet!
@Jasonkkkkkkkaow
Thanks:)
Parachute deploys when you fire weapons named "something Chute" (they are cannons). They'll detach when the ammo goes to 2 or something.
I've made some pretty significant improvements to the jet, so re-download the thing if you like:)
Hey, thanks for uploading the jet by itself:)
I'd appreciate it if you don't give it a different name (without making major modifications to the airplane) though, since this is an original design of mine.
@Timewolf
These two are the only ones in the game as far as I know, but you can get other data via math as well.
Check out this post
https://www.simpleplanes.com/Forums/View/1333110/Useful-FT-codes
Geez... I forgot that you can "focus" on a part by tapping/clicking a part in the connected parts list, and I was just desperately trying to find some non-existing tiny rotators that (I thought) should be somewhere near the tiny fuselage piece connecting them. lol
@DatRoadTrainGuy19
In my belly... I ate it
Joke aside, I haven't done much yet. You can mess around with an older version if you like, I still haven't gotten around to fixing the handling though.
https://www.simpleplanes.com/a/X4Z1Gr/Chevy-Caprice-fv1-293-civvy1-u
Predecessor to this one has all the versions I've made. But again, handling needs fixing. If you can improve it somehow, I'd very much appreciate it... though I guess I'd need to tell you how I want to improve them (which I kinda forgot)
I was procrastinating.. I mean, taking a break from other projects and building a B-52D. (mobile friendly, aircraft alone will be under 200 parts. Plus some 84 Mk82)
I wanted to implement wing-flex to the build, as they do on real plane. I used wing-2 and it was working fine when I was testing the plane in 1/4 scale, but when I scaled the plane back up to 1/1, I got this. Shame.
+1@Dash777
Oh hey, thank you!:)
@TMach5
Thanks! This technique will really come in handy for a thing I'm working on, hehe
Kudos for the idea!
@Dash777
Thanks, that's a relief, haha
And no need to apologize, you aren't required to get permission to do that.
(Doesn't apply to this one, but if you use someone's build as the base for your build and it's not a successor, be sure to mention the original creator)
And this case, I wanted people to use and improve that type of tank tracks, so I'm actually happy you used it to build something new. (It's probably the best mobile friendly solution we have now)
Speaking of which, I have a lighter and smaller APC chasis made for my M113 (included in "Working Cargo Plane" build) so feel free to use it as the base if it suits your build
Oh and by the way, try connecting the planes with a rotator, for a fighter formation build. It's possible to do multi-plane formation build, but they don't fly straight if they are disconnected, for whatever reason
@Dash777
Nah don't mention it, keep up the nice work! That's a nice Grille you've built.
I should have asked you if you would mind my uploading a modified version before I uploaded this, though, sorry about that.
Anyway, try other wheel types and sizes, you can make different types of tracks with these :)
+1@Farewellntchii
Nah, you're good (so far, lol)
Matter in the sense of, durability? I don't think it does either, but I'll do some testing later just to be sure (we should have as much knowledge on the game mechanics as possible).
I think shape is more important than the size though. I would assume a round fuselage is more likely to deflect a shell than a cube, if the collider setting of the former is ConvexMesh.
.
Also... below is the result of my explosion damage testings. It's weird.
Cannon: 100mm/explosionScaler 0.1
(impactDamageScaler is set to 0, and muzzle velocity has no effect on explosion 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 1,000,000: instakill
_
100mm/0.15 es
Hp 1,000,000: instakill
_
200mm/0.05es
HP 1000: 690 - 1036 shots
_
200mm/0.1es
Hp 10000 - instakill
Hp 20000 - 2-1 shots
@weebabyseamus
You're welcome and thank you, glad you liked it!:)
Yeah, your truck is from way before my time on the site (& the game), and I love how you did suspension and stuff with what was available back then, so much creativity. And it's still fun to drive, too! lol I had to bring it back, for newer players like me.
+1@Farewellntchii
Chii
Sorry it took long, I was mentally occupied.
First, armor and block mass.
I did some testing, and block mass had no noticeable effect on block durability. 1 mass block and 900000 mass block took about the same number of shots (on average) to destroy. You can check my newer damage tester to see this for yourself.
I wouldn't rule out the possibility that mass might affect durability under some circumstances, but for now, we can probably disregard that.
.
.
.
Second, armor thickness.
I think how much HP in SP amounts to how much armor thickness really depends on how many shots you want the block to survive. (It also needs be scaled to the cannon damage)
Right now, I'm thinking we should determine HP based on survivability than pure armor thickness. I don't want each engagement to drag on forever (I'm thinking battle between ships of the same/similar class should take like 10 mins at most), so a ship shouldn't be too tough, but also shouldn't be too weak.
I'll experiment with stuff, but I think maybe 60 to 80 shots from a gun the ship is armored against might work--I gotta do tests. Type of weapons it has should also be taken into account though. DD class guns has higher rate of fire than battleship guns, so maybe a BB should have less HP (relative to the damage of BB guns--it will of course be way above DD's) in order to balance the time it takes to sink one.
It also depends on how large each buoyancy block is. I think I wanna divide a ship in 7 sections in Z axis (fore-aft), and 2 (maybe 3) sections in X axis. So a ship will have like 12 to 14 (or 19 to 21) individual buoyancy blocks. (7/2 division is for mobile friendliness & simplicity's sake, for tougher ships, it may be better to have more division & less HP for each block, so you don't lose a lot of buoyancy for each block lost)
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(It would be possible to create a more sophisticated system if we had penetration mechanic, but alas we gotta do with what we have.)
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And third, gun damage.
I'm currently using 1kg of shell=1 Ids (impactDamageScaler) conversion, but turns out, high IDS nit only has high HP damage, it also has high "push force."
Which is annoying, since if we wanna use 1 to 1 conversion rate and maintain some realism, we have to make a ship really heavy to counter this... but as you know, rotators don't like really heavy aircraft.
So I think 1/2 or 1/4 the IDS might be a better way to go. This way, we don't have to make ships as heavy to make them heavy enough for the shells.
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With 1 : 1/4 shell: IDS conversion, Mk 7 16 inch gun of Iowa class will still do damage between 233,363-77,788 per shot (wi
Nice Grille-15!
Done some quick modifications to the wheels, check it out.
https://www.simpleplanes.com/a/E6W3x8/GRILLE-15-by-Dash777-modified
This is really cool.
I might stea- I mean, uh, borrow the idea.
@SBSBSBSB114514
+1First, you have to save the pod as "sub assembly."
Grab the thing (rocket pod), and drop it to the blue box on top left of the screen. Give it a name, and click save. Now, this thing is saved as a sub assembly, and you can get it any time from "Sub Assemblies" in the Parts menu.
Here's an image (click this)
@SBSBSBSB114514
+1Do you mean rocket pods?
@11qazxc
+1Ah got it, no problem! Thanks anyhow:)
@SBSBSBSB114514
+1What would you like to know?
@rexzion
+1Me likey rockets, rockets goods
@Freesanbox
+1Thanks;)
@FirstFish83828
+1Thanks!
Nice update over the last one!
Here's something potentially useful.
+1If you don't mind xml editing, you can use a single type of missile as a multirole weapon. Simply add a property
function
under Missile drop list and set it toMultiRole
. Can also be AirToAir or AirToSurface, should work for all 4 missiles. (Note: propertyfunction
is case sensitive (must not be capitalized), butMultiRole
(or the other two roles) isn't.)I shoulda read the instructions before I flew this thing... I got Ishii-d before takeoff
Edit: It was also due to low physics, as it turns out
+1Looks great and fun to fly, controllable even on mobile. Great plane!
+1Sorry, forgot to write back on this. Replacing Time with sum(1) didn't work, I've also tried to have the same target coords for waypoint 1 through 3, but somehow that didn't work either.
+1Do you think there's any other possible solution for this?
@DatRoadTrainGuy19
+2What about the game settings?
Playing on low physics might help a little (these trucks should work fine on low physics, since they have no suspension parts)
@B17fan
+1They should activate when the vehicle is deactivated, or their engine is on idle. Magnet power is too weak on the two APCs though, that's probably why they are falling off. If you know how to use Overload, increase their magnet power by 5 and see if that fixes it.
Nice suspension!
+1Nice!
+1Acquisition officer: "We want you to take elements that make A-10 and Mi-24 Hind great, and combine that into one package."
The resulting aircraft: * incoherent pain noise *
+5@SILVERPANZER
Tank yes, tank!
@11qazxc
+2It seems the damage value dice is rerolled every shot for (probably) every cannon. Still random, but at least they aren't locked into a single value per session like we thought
@Farewellntchii
You're welcome. And I've worked it out, if we treat impactDamageScaler as the shell weight (1 to 1kg conversion), you get theoretical average damage of about 462,900 damage per broadside for Mogami, with AP.
((920m/s55.9kg15)/0.6)
This is if we translate 1 impactDamageScaler to 1kg of shell weight though. So 55.9kg/55.9 IDS per shot. This results in british 14 inch gun having like 880 IDS, and 8 gun broadside of vanguard will be like 8,800,000... which may be a little too high for simpleplanes (sank beast with a single hit), so I'm thinking half of the might be good enough.
Nice cool design, love the unique far-apart engine pods and tail stab with downward angles. And the top profile's just, really nice
+1@Farewellntchii
I can't quite picture the torpedo thing in my head (illustration might help, if you can draw one for me), but turret blow-up system is very neat. I experimented with magazine detonation & turret launch system, but it didn't work well so ditched the idea at the moment. Sparky6004 has also experimented with it using enlarged torpedo, and it worked quite nice. (Thought it too cane with some caveats)
I'm thinking of a system where, you hide a magazine/barbette shaped & sized cannon underneath the turret and name it "magazine A" or something. Put the turret on a piston or detacher (gonna be finicky because they're gizmos and gizmos behave weird under dome conditions), and make them so they activate when the "magazine A" is destroyed and ammo("magazine A") goes to 0.
@ThomasRoderick
Answer to the first question, it doesn't. Caliber/diameter does not seem to have any noticeable effect on kinetic damage.
200mm/ids 10
400mm/ids 10
You can use these to see for yourself
https://www.simpleplanes.com/a/1TV8yw/Cannon-damage-tester-Mk3-5-200mm
https://www.simpleplanes.com/a/03mS0f/Cannon-damage-tester-Mk3-5-400mm
I'm guessing it might be the muzzle velocity equivalent of explosion damage, though that's a blind guess
+1