@SimplyWorking
This looks good! Parts count is a bit high for a target (you probably won't see it up close), but if you swap wheels with blocks, reduce part count and add auto tracking, I think it's good to go. I'll try the missiles later
@SimplyWorking
Hmm... now I'm curious to see it lol
If it works, it works though. It's good to have more options for target. It should have a mechanism to cause critically damaged state after it spawned though. This way, your missile site won't get attacked by other AI AAA. So no friendly fire. Just need to have 1/3 of the overall part count disconnected via detacher. (I do this with miscellaneous radar van and stuff, which don't actually do anything)
@SimplyWorking
Big thumbs up.
If you meant SA-2/S-75 though, I have one (this one fully functional) almost finished actually. Not a strict replica, but basically S-75. It was nearly done last year, but some annoying bug with AI broke the thing and I didn't know what was causing it until just a few days ago. https://media.discordapp.net/attachments/973002115993714688/1080276605152264242/IMG_8029.png
No other SAM systems in the works or on my to-do list though, and (other than the one you have in mind) if you can/willing to do other nation's counterpart, it would be swell. (Only if you wanna do it!)
P.S.
Oh yeah, I should talk about the annoying AI bug/behavior. It seems that AI (aggressive AI) will "stops pressing" fire button/stop firing a missile if the missile gets deactivated once via FT in its activationGroup field. They keep a lock on you, but just won't fire the thing. I encountered this because I tried to implement max/min altitude limitation via FT (for extra realism). It worked perfectly fine for me the player, but didn't for AI. I think I might have a potential workaround though. I'm thinking that, if missile deactivation (having no missiles to fire) causes this, I can have a missile that won't launch (long lock time and stuff) that activates when the real one deactivates, and vice versa, but same name and stuff. This way, AI can always have a missile available and selected.
@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
@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.
@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
6 parts! Wow!! Hahaa... it's impressive. Fun to chase around!
@MrCOPTY
Downed pilot circles around your chopper at 200kph
CBU-2/A and CBU-14/A have been uploaded!
https://www.simpleplanes.com/a/52m642/CBU-2-A-and-CBU-14-A-cluster-bomb-munition-dispensers-custom-weapons
@SimplyWorking
Thanks
Launcher is big (lol), but it looks nice
@phrongus
O-O-Of course I knew it was a joke, mm-hm!
@SimplyWorking
This looks good! Parts count is a bit high for a target (you probably won't see it up close), but if you swap wheels with blocks, reduce part count and add auto tracking, I think it's good to go. I'll try the missiles later
@DatRoadTrainGuy19
Got it. It's not a tactical washing machine, though, it's a strategic washing machine.
@Dathcha
It steals your organs and place them elsewhere
@Nerfaddict
Will do
@phrongus
I figured this was mobile friendly enough, did it cause FPS drop on your device?
@PlayMinecraft
MiG or F-84 target?
@Nerfaddict
When ready
SnakeEye bombs are also wip
@SimplyWorking
Hmm... now I'm curious to see it lol
If it works, it works though. It's good to have more options for target. It should have a mechanism to cause critically damaged state after it spawned though. This way, your missile site won't get attacked by other AI AAA. So no friendly fire. Just need to have 1/3 of the overall part count disconnected via detacher. (I do this with miscellaneous radar van and stuff, which don't actually do anything)
@SimplyWorking
Big thumbs up.
If you meant SA-2/S-75 though, I have one (this one fully functional) almost finished actually. Not a strict replica, but basically S-75. It was nearly done last year, but some annoying bug with AI broke the thing and I didn't know what was causing it until just a few days ago.
https://media.discordapp.net/attachments/973002115993714688/1080276605152264242/IMG_8029.png
No other SAM systems in the works or on my to-do list though, and (other than the one you have in mind) if you can/willing to do other nation's counterpart, it would be swell. (Only if you wanna do it!)
P.S.
Oh yeah, I should talk about the annoying AI bug/behavior. It seems that AI (aggressive AI) will "stops pressing" fire button/stop firing a missile if the missile gets deactivated once via FT in its activationGroup field. They keep a lock on you, but just won't fire the thing. I encountered this because I tried to implement max/min altitude limitation via FT (for extra realism). It worked perfectly fine for me the player, but didn't for AI. I think I might have a potential workaround though. I'm thinking that, if missile deactivation (having no missiles to fire) causes this, I can have a missile that won't launch (long lock time and stuff) that activates when the real one deactivates, and vice versa, but same name and stuff. This way, AI can always have a missile available and selected.
@Graingy
The reddit board?
@CL125
"disappointment!"
And thanks!
@Richflysplanes
Thanks!:)
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
@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.
@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
@Magnavox20MS233S
Thank you:)
@KangIntel
You should try building that yourself, sounds like a cool idea.
@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 :)