@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.
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)
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.
@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
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)
@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
@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
@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
@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
Kinda going back a few comments (harkening back to Astro's comment), but basic shells do explosion damage even when the explosionScale is set to 0? No obvious explosion visually and damage wise, certainly, but I want to be sure (will do test myself)
@Astro12
I do have some experience where a hit to a part of the tank messing up a rotator and such located elsewhere (tends to "lock" the tator in place, and makes it unable to move it--without destroying the connection)
Can't be sure 100%, but I think all the parts involved has partCollisionResponse of None
I'm interested (information is always a good thing (as long as it's not information about me, lol)), but i don't have much info.
HP of connected parts affects number of shoots needed to destroy "this" part, but i was testing it with miniguns (average of ten attempts to destroy a block) and it was very much random.
.
My concept about connections was "HP pools": similarly to your concept, i was trying to use few blocks with high HP and standard blocks connected to them and them only (see link above).
Wow... this is quite interesting, never figured out (or even noticed) this mechanics.
As for cannon, I think your theory on shape might be correct. I'll see if it loses damage attribute once it hit a block.
@Kendog84 The thing is... from what I've seen from gun tests, say we have a cockpit - wing - wing chain or a cockpit - block - block chain, and the second the end of the chain gets destroyed/blows up (which seems to have its own AOE effect) it would sometimes detonate the surrounding parts until it reaches the cockpit. My personal creations usually have locked rotators (range of motion = 0, speed = floppy) to break up the chain.
Huh... did this happen regardless of partCollisionResponse?--wait, scratch that. I know it happens even when PCR is None for all parts involved. Do you think the physical distance between these parts matter?
@ShiroNeko
Sorry for the late reply,
I'm building a larger demonstrator/teat ship (battleship scale) for the concept. I think implementing this will be easy (easier) if you plan the implementation from the start though, like only using parts with modified XML (buoyancy, exterior, etc.).
Anyway, I'll try and see if I can find or come up with more concrete system for each class of ships. Once I've decided how much HP feels like a battleship and such, I want to do a "starter kit (parts collection)" sort of build, at some point
@rexzion
Huh... by AI, do you mean the planes you can choose (Escort mission bomber, "Enemy" fighter etc.) or the type of AI behavior? (Hostile, neutral, etc.)
But regardless, I guess some kind of workaround for that is needed for both platforms then.
(To prevent the enemy/friendly from attacking each other) I'm thinking some kind of passive-aggro mechanism (you spawn friendly as neutral and make them react to hostile fighters when locked on, or something like that), as well as exploiting "critically damaged" state might help with that (I'm using this for my AA tanks and SAM sites already--can be used for interceptors too, assuming you are going to shoot them down). Bit off topic.
Would be great if we could assign AIs to teams though.
.
.
Edit: Oh wait- NVM, you did say AI mode, missed a word somehow
@rexzion
Mmm. I'm hoping this gives mobile players (including myself) the ability to create an instant custom mission.
Aren't you able to create custom missions on PC without these FT controlled vehicles, though? I just kinda guessed that you could easily program AI pathing and such on PC, and make missions like Bomber Escort
@Chaffed
Thanks, and I might do that (cargo jet alone) later. You can save the plane by itself by first removing the cockpit part from the M103 tank (it's hidden inside the hull I think), and then disconnecting the tank & APCs from the detacher.
.
If you want to use the plane with other vehicles, save the plane as a sub-assembly, and simply add it to the vehicle you want to use it with.
Just make sure you have the plane and vehicle connected via detacher, though, otherwise only the vehicle with primary cockpit will be able to move.
@Farewellntchii
Glad you liked it. Do let me know if you have ideas for improvement (shoulder joints may need to be moved inward or outward for more natural arm movement in X axis)
@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.
This is nice!
I didn't know about shortestAngle thing, so I'm glad I visited this post regardless.
Nice! 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)
@Ethantheboss15
You're welcome;)
@atgxtg
Glad you find it useful:) And thanks, gotta try that code.
If 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 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.
Feb 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
@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)
@Dash777
Oh hey, thank you!:)
@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
@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
@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
Nice Grille-15!
Done some quick modifications to the wheels, check it out.
https://www.simpleplanes.com/a/E6W3x8/GRILLE-15-by-Dash777-modified
@SILVERPANZER
Tank yes, tank!
@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.
Such a beautiful boat.
Suggestions/feedbacks are welcome!
@Susyamngsu
I see. Can you try this one? Removed one APC
https://www.simpleplanes.com/a/kk7N7l/Working-cargo-plane-w-tanks-byKendog84-WIP
@ThomasRoderick
Kinda going back a few comments (harkening back to Astro's comment), but basic shells do explosion damage even when the explosionScale is set to 0? No obvious explosion visually and damage wise, certainly, but I want to be sure (will do test myself)
@Astro12
I do have some experience where a hit to a part of the tank messing up a rotator and such located elsewhere (tends to "lock" the tator in place, and makes it unable to move it--without destroying the connection)
Can't be sure 100%, but I think all the parts involved has partCollisionResponse of None
@11qazxc
Wow... this is quite interesting, never figured out (or even noticed) this mechanics.
As for cannon, I think your theory on shape might be correct. I'll see if it loses damage attribute once it hit a block.
@ThomasRoderick
Huh... did this happen regardless of partCollisionResponse?--wait, scratch that. I know it happens even when PCR is None for all parts involved. Do you think the physical distance between these parts matter?
@ShiroNeko
Sure, that would be great (accidentally parroted your words, damn lol). Lemme find you...
Oh in the mean time, check this out. I think there is an will be sine interesting discussion there
https://www.simpleplanes.com/a/VuZ4Pf/Damage-mechanics-test-4-explosionScale-impactDamageScaler-explosionScale-muzzl
@Madmaximus
Thank you! Do let me know if you have any feedback or suggestions, or cool ideas, I can probably use them:)
@ShiroNeko
Sorry for the late reply,
I'm building a larger demonstrator/teat ship (battleship scale) for the concept. I think implementing this will be easy (easier) if you plan the implementation from the start though, like only using parts with modified XML (buoyancy, exterior, etc.).
Anyway, I'll try and see if I can find or come up with more concrete system for each class of ships. Once I've decided how much HP feels like a battleship and such, I want to do a "starter kit (parts collection)" sort of build, at some point
@ThomasRoderick
Doing cannon experimentation--got any suggestions, or relevant informations?
@Susyamngsu
Hm.. is the file too large?
@Farewellntchii
Oh yeah, haven't tried that actually. I'll see how it looks with it, thanks
@rexzion
Huh... by AI, do you mean the planes you can choose (Escort mission bomber, "Enemy" fighter etc.) or the type of AI behavior? (Hostile, neutral, etc.)
But regardless, I guess some kind of workaround for that is needed for both platforms then.
(To prevent the enemy/friendly from attacking each other) I'm thinking some kind of passive-aggro mechanism (you spawn friendly as neutral and make them react to hostile fighters when locked on, or something like that), as well as exploiting "critically damaged" state might help with that (I'm using this for my AA tanks and SAM sites already--can be used for interceptors too, assuming you are going to shoot them down). Bit off topic.
Would be great if we could assign AIs to teams though.
.
.
Edit: Oh wait- NVM, you did say AI mode, missed a word somehow
@rexzion
Mmm. I'm hoping this gives mobile players (including myself) the ability to create an instant custom mission.
Aren't you able to create custom missions on PC without these FT controlled vehicles, though? I just kinda guessed that you could easily program AI pathing and such on PC, and make missions like Bomber Escort
@Chaffed
Thanks, and I might do that (cargo jet alone) later. You can save the plane by itself by first removing the cockpit part from the M103 tank (it's hidden inside the hull I think), and then disconnecting the tank & APCs from the detacher.
.
If you want to use the plane with other vehicles, save the plane as a sub-assembly, and simply add it to the vehicle you want to use it with.
Just make sure you have the plane and vehicle connected via detacher, though, otherwise only the vehicle with primary cockpit will be able to move.
Uploaded the thing! (Slightky different/not quite finished yet)
https://www.simpleplanes.com/a/y5aT80/Working-cargo-plane-w-tanks-WIP-unfinished-Mighty-Hauler-STOL-airlifter-w-M
@Hasanali
(DeepL)
I didn't include more than one tank, but you can add another tank by
1)copying the tank, and
2)connecting them via winch
You can use this winch
https://www.simpleplanes.com/a/VS3Hi1/Tank-connector-winch-Dont-delete
@2100
(DeepL)
Thank you! (谢谢!)
@Farewellntchii
Glad you liked it. Do let me know if you have ideas for improvement (shoulder joints may need to be moved inward or outward for more natural arm movement in X axis)
@LotusCarsClub
@KangIntel
@DatRoadTrainGuy19
@FirstFish83828
Published the figs, including the cops!
@Farewellntchii
Fast... thanks in response!
@MisterT
Damn, I knew of all the techs needed to do that, but somehow couldn't connect the dots, thanks for the tip. Looked really cool in the video!
@klm747klm747
That's great, excited to try it!
@khaitus
Nice, and thanks! Has a tendency to roll and fall (haha), but fun to drive nonetheless
@TalonPotato
Thanks!
Update:
The placement of the Wright Island was greatly off.
Here's a more accurate version:
https://media.discordapp.net/attachments/973002115993714688/1062721886842269706/1DD06CF8-9E2F-468F-9BA4-94CCC9DBA9E3.png
No wonder why my bombers didn't fly right
Removed the link, as I've decided it wasn't ready
(You can keep it if you DL-d it!)