Here's some features I'm building into my second proof-of-concept bailout plane (or, more like pilot).
As for rescue helo, I still haven't found a suitable candidate for it.
-Automatic Airbrake that activates when the pilot is in the water (to stop or slow down sliding - it's very hard to catch the guy when they are sliding in the water at 100kph)
-Flare launcher for signalling
-Parachute for safe landing
.
And some features I'm hoping to implement
-Rudimentary pose-changing mechanism using rotators (stretching legs after bailout, head or body turning towards player if you lock onto the pilot - not sure how well I can implement this)
-Ability for the pilot to tell when its in close proximity to "safe zones" (eg Wright Airport etc.) based on map coords
--This would be used to trigger some stuff stuff which tells the player that they've successfully delivered the pilot to a safe zone (maybe like a little hand waving animation)
You can modify your airplane's data file (.xml), and edit the url field (copy-paste the URL of the predecessor build) and save the file. If you are on PC, you can do it by opening the file with notepad, and if u r on iPhone, there's an app that lets you move and edit docoments (I use use one called Document by Readdle).
The part you want to replace is the six-letter part.
.
You may have moved on from this, so in that case I'm posting this for the benefit of others who sees this post looking for info.
@Lwillswith2sentryguns
Indeed I have returned.... and now, I, the King Kendog84 the third, hereby declare myself the second deputy Emperor! Muwaha.. waha... WAHAHAHAHAHAHAHAHA!!
@Monarchii
Glad to be of service;)
I couldn't find the Natter though, unfortunately. But if I remember right, I think it used sum(clamp01(condition)) (=shows/gives you the time since the condition is met in second) to limit its engine run time.
Something like the following for engine activationGroup. Disables the engine 10 sec after AG1 is turned on.
sum(clamp01(Activate1)) < 10
@UnidentifiedStapler
Yeah, the hitbox thing happens when you change the Z scale of the wheel part. Enabling the built-in suspension fixes it (as long as the suspension values aren't too low). Drawback is that... you have to enable the built-in suspension.
You have every right to do things the way it suits you and at your own pace with this game & the site chii, I for one am just happy to see you around again:)
@KSB24
Since I've uploaded the flak cannon, I've learned that there's a much simpler, easier & cost efficient way of doing this (thanks to @PlanariaLab). All you have to do is, instead of detaching 1/3 of the total parts count, lose over 1/2 of the total (starting) wing area. Just one big wing on a detacher in other words. (you can scale down the wing part, of course) Just two parts!
@Astro12
Very true. I really needed something like this for a turret that uses autoaim (which is for AI) especially, since it can't even make a manual adjustment unlike a human player.
.
I was very lucky to come up with this method (using a secondary cockpit to get the data on how much the ship's roll angle--this is most likely not the first one to use it), since alternatives (like doing crazy calculation based on ship hull's heading, pitch/roll angle, turret rotation etc.) get pretty complex and way beyond my brain's computing power and math skill. lol
@WinsWings
Thanks, that would make sense.
I think I'll try to make each class of gun/cannon AA distinct in terms of their effectiveness, based also on era. Looking back, I've made the 85mm flak too capable in the tracking department (rotates too fast).
Really cool build! I especially like the sequenced breath/laser attack. Tried it against some ground targets, and when the laser hit them, they'd just fly like a speck of dust brown by wind! Haha. Glorious stuff.
.
I got this issue though, on mobile version where the FireFuns button constantly flickers (perhaps due to something with activationGroups FT?) and never stayed on screen, which made it unable to use the laser. It was easily fixable though, with an extra hidden minigun or wing gun with burstCount of 1 and really long timeBetweenBurst. Not sure if it happens to others as well, but I thought I should let you know nonetheless.
@Hannyboy
Go for it!
You can use this as the basis if you like. (You can easily remove or rearrange the planes.)
I'll probably upload the structures in a separate upload as a starter kit.
@WinsWings
Mm... But on a second thought, I'd guess it was probably the lighter AAA that were more prevalent post ww2 (I'm not well read on this).. so yeah, you're probably right it's more appropriate for the ww2 settings. Gotta the make the smaller AA guns at some point, haha
@WinsWings
Thank you. (And for highlighting that one, too)
The 52-K flak works in a Vietnam war settings, also! If I'm correct it was among the AAA models used by the North Vietnamese military.
.
Edit
Checked the page I got the info from just in case (I started to doubt my memory), it's listed as 85mm air defense gun M1944... phew, lol https://en.m.wikipedia.org/wiki/WeaponsoftheVietnamWar
@WinsWings
Thank you very much, glad you enjoyed it!!
Have you tried this build as well? https://www.simpleplanes.com/a/9i7JiL/AI-flak-gun-52-K-85mm-v1
It's an actual flak cannon made for aggressive AI. Creates a bunch of explosions in the sky, and sometimes hits you. You can spawn multiple of them around the base, and they only attack you or other AI planes.
@GUGA4721
I see, thanks for letting me know.
See if it improves the performance when you delete a couple of vehicles and maybe a barrack or two. (The triangular ones) Add some letters to the name and save as a separate file.
You can grab the aircrafts by the vertical stabilizers and disconnect them from the detacher. (You can scale them down to 0.1x the size, and rescale them back up to make it easier, but you probably don't need to.)
.
Also low-physics for some extra boost in performance.
@LunarEclipseSP
Thanks:) Yeah, I got a little greedy with some details, and the "destructible" feature for the buildings. I could save part count by quite a lot if I went with simpler block construction, but I had to keep that feature, lol
@DatMaluchGuy19
Use as in, use it in/as a basis for your build (& upload)? If you have the link to it, you can use it:)
Just give me the credit for the part I made.
If you don't have the link I'll upload the thing later (not sure if I can immediately)
@OrderlyHippo
Nah, I haven't done anything with the idea. I still think it or a working refuel station would be a cool thing to have, though. Got any new idea for it?
Also, have you checked DarDragon's KC-10 by the way? https://www.simpleplanes.com/a/Ag545d/KC-10A-Extender
It's a bit tricky to work with, but it works. Really cool proof of concept.
I think with some modifications, you can make it maintain a certain altitude, follow you, and circle over you when you are landed. This way you don't have to spawn the thing everywhere you go. I have my hands full to do anything with either of these at the moment, but I think these are both worth pursuing as player-build techs.
@DatRoadTrainGuy19
Haha, thanks. I still barely know anything about FT or coding in general. Most of the stuff on this plane were borrowed from other people's creations. (Credit in the desc!) But even when you can't write codes yourself, you can still make new things if you can combine them in a new different way, so there's that:)
@IDNSatyaSlebew
I'm not sure, but I suspect it won't. Check out SimpleCheats II for more info.
If the part has the XML parameter, you can add the parameter and change the value. If it doesn't, game just won't save the texts.
Here's some features I'm building into my second proof-of-concept bailout plane (or, more like pilot).
As for rescue helo, I still haven't found a suitable candidate for it.
-Automatic Airbrake that activates when the pilot is in the water (to stop or slow down sliding - it's very hard to catch the guy when they are sliding in the water at 100kph)
+1-Flare launcher for signalling
-Parachute for safe landing
.
And some features I'm hoping to implement
-Rudimentary pose-changing mechanism using rotators (stretching legs after bailout, head or body turning towards player if you lock onto the pilot - not sure how well I can implement this)
-Ability for the pilot to tell when its in close proximity to "safe zones" (eg Wright Airport etc.) based on map coords
--This would be used to trigger some stuff stuff which tells the player that they've successfully delivered the pilot to a safe zone (maybe like a little hand waving animation)
You can modify your airplane's data file (.xml), and edit the url field (copy-paste the URL of the predecessor build) and save the file. If you are on PC, you can do it by opening the file with notepad, and if u r on iPhone, there's an app that lets you move and edit docoments (I use use one called Document by Readdle).
+1The part you want to replace is the six-letter part.
.
You may have moved on from this, so in that case I'm posting this for the benefit of others who sees this post looking for info.
@Lwillswith2sentryguns
Indeed I have returned.... and now, I, the King Kendog84 the third, hereby declare myself the second deputy Emperor! Muwaha.. waha... WAHAHAHAHAHAHAHAHA!!
jk thanks lol Don't expect high output!
+1@LunarEclipseSP Imgbb, I'll check it out, thanks!
+1Oh btw--is there a good alternative image hoster to discord? Thanks
+1Five, six, seven, o, nine.
+1@DatTrainGuy19
+1My habit/policy to always include the name of the creator when saving a build has paid off:)
@Monarchii
+1Glad to be of service;)
I couldn't find the Natter though, unfortunately. But if I remember right, I think it used
sum(clamp01(condition))
(=shows/gives you the time since the condition is met in second) to limit its engine run time.Something like the following for engine activationGroup. Disables the engine 10 sec after AG1 is turned on.
sum(clamp01(Activate1)) < 10
@UnidentifiedStapler
+1Yeah, the hitbox thing happens when you change the Z scale of the wheel part. Enabling the built-in suspension fixes it (as long as the suspension values aren't too low). Drawback is that... you have to enable the built-in suspension.
@Monarchii
+1Oh man, you made me brush heheh
I'll be looking forward to seeing whatever you're cooking up... x)
You have every right to do things the way it suits you and at your own pace with this game & the site chii, I for one am just happy to see you around again:)
+1@DatMaluchGuy19
+1Whenever I got time & drive
This is just sugo-incredible.
+1@KSB24
+1Since I've uploaded the flak cannon, I've learned that there's a much simpler, easier & cost efficient way of doing this (thanks to @PlanariaLab). All you have to do is, instead of detaching 1/3 of the total parts count, lose over 1/2 of the total (starting) wing area. Just one big wing on a detacher in other words. (you can scale down the wing part, of course) Just two parts!
@DatMaluchGuy19
+1Sure, you and me, or KSB and me?
I should write a quick tutorial on how to remove marker at some point, it's pretty simple & useful.
Nice house!
+1Another great FT weapon!
+1Pleasant to fly even on smartphone, with nice turn rates and such (there are so many planes out there I can't fly on mobile). Nice build!
+1Love this! Camera aim and nice flight characteristics actually allow me to let it fly in circles and hit things on the ground. Well done.
+1@DatMaluchGuy19
+1Thx lol
Had to have something there to simulate the rolling/pitching motion, so I figured it may as well be a ship
@Astro12
+1Very true. I really needed something like this for a turret that uses autoaim (which is for AI) especially, since it can't even make a manual adjustment unlike a human player.
.
I was very lucky to come up with this method (using a secondary cockpit to get the data on how much the ship's roll angle--this is most likely not the first one to use it), since alternatives (like doing crazy calculation based on ship hull's heading, pitch/roll angle, turret rotation etc.) get pretty complex and way beyond my brain's computing power and math skill. lol
Love this! It's kinda ugly as an aircraft (sorry, lol), but the build quality is very high.
+1@WinsWings
+1Thanks, that would make sense.
I think I'll try to make each class of gun/cannon AA distinct in terms of their effectiveness, based also on era. Looking back, I've made the 85mm flak too capable in the tracking department (rotates too fast).
Really cool build! I especially like the sequenced breath/laser attack. Tried it against some ground targets, and when the laser hit them, they'd just fly like a speck of dust brown by wind! Haha. Glorious stuff.
+1.
I got this issue though, on mobile version where the FireFuns button constantly flickers (perhaps due to something with activationGroups FT?) and never stayed on screen, which made it unable to use the laser. It was easily fixable though, with an extra hidden minigun or wing gun with burstCount of 1 and really long timeBetweenBurst. Not sure if it happens to others as well, but I thought I should let you know nonetheless.
Thanks for the tag, looking forward to seeing more!
+1Love how you made this, looks very well polished. Great build!
+1@Hannyboy
+1Go for it!
You can use this as the basis if you like. (You can easily remove or rearrange the planes.)
I'll probably upload the structures in a separate upload as a starter kit.
@WinsWings
+1Mm... But on a second thought, I'd guess it was probably the lighter AAA that were more prevalent post ww2 (I'm not well read on this).. so yeah, you're probably right it's more appropriate for the ww2 settings. Gotta the make the smaller AA guns at some point, haha
@WinsWings
+1Thank you. (And for highlighting that one, too)
The 52-K flak works in a Vietnam war settings, also! If I'm correct it was among the AAA models used by the North Vietnamese military.
.
Edit
Checked the page I got the info from just in case (I started to doubt my memory), it's listed as 85mm air defense gun M1944... phew, lol
https://en.m.wikipedia.org/wiki/WeaponsoftheVietnamWar
@GUGA4721
+1You're welcome:)
@WinsWings
+1Thank you very much, glad you enjoyed it!!
Have you tried this build as well?
https://www.simpleplanes.com/a/9i7JiL/AI-flak-gun-52-K-85mm-v1
It's an actual flak cannon made for aggressive AI. Creates a bunch of explosions in the sky, and sometimes hits you. You can spawn multiple of them around the base, and they only attack you or other AI planes.
@GUGA4721
+1I see, thanks for letting me know.
See if it improves the performance when you delete a couple of vehicles and maybe a barrack or two. (The triangular ones) Add some letters to the name and save as a separate file.
You can grab the aircrafts by the vertical stabilizers and disconnect them from the detacher. (You can scale them down to 0.1x the size, and rescale them back up to make it easier, but you probably don't need to.)
.
Also low-physics for some extra boost in performance.
@Sparky6004
+1Took me a looong time to, it was way above my brain-power grade, lol
@VenusLancer
+1It was about time!
@LunarEclipseSP
+1Thanks:) Yeah, I got a little greedy with some details, and the "destructible" feature for the buildings. I could save part count by quite a lot if I went with simpler block construction, but I had to keep that feature, lol
Tag redo (this is the last one), AA gun for endmy AI!
+1@PlayMinecraft
@DEADSHOT16
@kyomunosekai
AA flak cannon for enemy AI, tagging again
+1@Hannyboy
@DimitriIqbal91
@C47skytrain
@ThomasRoderick
+1DHANK YOU, FRIEND!
@Hannyboy
+1@DimitriIqbal91
@C47skytrain
@DatMaluchGuy19
@rexzion
@VenusLancer
Figured you may be interested in this:)
@molakesi
+1Thanks!
@worldwaraviations015
+1Totally, hehe
Love the design of the vehicle!
+1@Englishgarden
+1Right, sure, it's
X/long 5721,
Y/alt 71,
Z/lat -5331
@SiBangsatYa
https://www.simpleplanes.com/a/CW848d/Automatic-braking-wheels-for-tanks
No prob, and here's an example:) Thanks for asking me by the way. I could use something like this myself, and this just pushed me to make it.
I have a detailed explanation in the aircraft instruction.
+1@DatMaluchGuy19
+1Use as in, use it in/as a basis for your build (& upload)? If you have the link to it, you can use it:)
Just give me the credit for the part I made.
If you don't have the link I'll upload the thing later (not sure if I can immediately)
@OrderlyHippo
Nah, I haven't done anything with the idea. I still think it or a working refuel station would be a cool thing to have, though. Got any new idea for it?
Also, have you checked DarDragon's KC-10 by the way?
+1https://www.simpleplanes.com/a/Ag545d/KC-10A-Extender
It's a bit tricky to work with, but it works. Really cool proof of concept.
I think with some modifications, you can make it maintain a certain altitude, follow you, and circle over you when you are landed. This way you don't have to spawn the thing everywhere you go. I have my hands full to do anything with either of these at the moment, but I think these are both worth pursuing as player-build techs.
@DatRoadTrainGuy19
+1Haha, thanks. I still barely know anything about FT or coding in general. Most of the stuff on this plane were borrowed from other people's creations. (Credit in the desc!) But even when you can't write codes yourself, you can still make new things if you can combine them in a new different way, so there's that:)
@TheTomatoLover
+1That might be too high of a praise, but thanks! lol
@IDNSatyaSlebew
+1I'm not sure, but I suspect it won't. Check out SimpleCheats II for more info.
If the part has the XML parameter, you can add the parameter and change the value. If it doesn't, game just won't save the texts.
@DimitriIqbal91
+1Thanks!
I have a couple other mobile-friendly-like things in my WIP limbo, hopefully I can get them out by the.. end of this year. lol