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.
@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
@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.
@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.
@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.)
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)
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.
@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.
@Hannyboy
It has to do with the target marker (the lock on box) of the truck. To avoid "friendly fire" like that, you need to edit the truck so it gets "critically damaged" right after it spawns.
.
You can do this by first connecting a detacher that activates on AG8 with no delay, and adding 50% extra parts to the detacher. So if your truck has 100 parts, add 50, and if it has 60 parts, add 30, and so on.
If you do this, your truck will lose 1/3 of its total part count when spawned (=1/3 of the parts gets disconnected from the primary cockpit), which causes the "critically damaged" state and makes the target marker disappear. And AI can't target vehicles with no target marker, so they don't attach each other (at least not intentionally). Your truck will still work fine, as long as it has everything needed like fuel, engine, etc. connected to the primary cockpit.
I'll upload some things that do this, hopefully sometime soon (no promise), so if you understand get the explanation, you can check that out.
.
P.S.
Make sure to use blocks that cause as little lag as possible! That means the cube block with drag calculation off, and collision disabled. You can also use something like, static building or target truck to add the extra 50% (or more).
Big Respect
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!
@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.
@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! :)
@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.
@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.
@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.)
@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, 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.
Thanks for the comments, upvotes, and highlights, everyone!:)
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
Tag 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.
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!
@IDNSatyaSlebew
No, they should be the normal fuselage blocks
@ChinaColorfulAirlines
See if you can watch this
https://media.discordapp.net/attachments/1082609033225179188/1082609064481132654/IMG_8941.mp4
@ChinaColorfulAirlines
This site, I think I can upload the video there.
https://imgur.io/
Alternatively, I can try uploading it on discord as well
@Hannyboy
You're welcome:)
@Hannyboy
It has to do with the target marker (the lock on box) of the truck. To avoid "friendly fire" like that, you need to edit the truck so it gets "critically damaged" right after it spawns.
.
You can do this by first connecting a detacher that activates on AG8 with no delay, and adding 50% extra parts to the detacher. So if your truck has 100 parts, add 50, and if it has 60 parts, add 30, and so on.
If you do this, your truck will lose 1/3 of its total part count when spawned (=1/3 of the parts gets disconnected from the primary cockpit), which causes the "critically damaged" state and makes the target marker disappear. And AI can't target vehicles with no target marker, so they don't attach each other (at least not intentionally). Your truck will still work fine, as long as it has everything needed like fuel, engine, etc. connected to the primary cockpit.
I'll upload some things that do this, hopefully sometime soon (no promise), so if you understand get the explanation, you can check that out.
.
P.S.
Make sure to use blocks that cause as little lag as possible! That means the cube block with drag calculation off, and collision disabled. You can also use something like, static building or target truck to add the extra 50% (or more).
Legend tells it still hasn't ran out of ammo...
(It's a shame the game doesn't let you increase the rate of fire)
@ChinaColorfulAirlines
Oh.. that's unfortunate. Can you open Imgur?
@Australia3
Not sure when, but I'll upload the modified version when it's ready. And airbase sounds cool:)