@IDNSatyaSlebew
I'm not familiar with ship building let alone carriers in SP (at all), but I think you might be able to improve on-deck handling by changing the traction values of the aircraft's wheels (you may have to use resizable wheels). I think I might have some info on that on my M103 page, have a look there.
Here's a note I took before. It may not be 100% accurate, so I recommend you do some research yourself. There were some discussions on this site.
SimplePlanes resizable wheel
Traction
extermum - lower the value, less slippy
asymptote - high the value, more grip
.
.
Suspension
Damper (shock) - lower the value, bouncier it is. Higher the value, less bouncier (looks stiffer)
Spring -
If the value is too low, wheel will have harder time going over obstacles, even if the wheel looks large enough to cross it.
@GabrielSatori
Thank you, glad you're having fun with it!
Target marker thing was a necessary compromise I had to make to make them not shoot each other, but it did inspire me to be creative with it (like the aggro/neutral-mode light thing & contrail to make them easier to find)
@ThomasRoderick
Yeah, the visual effect of the explosion isn't very napalm like. I was working on a modified version of potato's Napalm which uses no AGs and can instead be dropped like any other bombs, but canned the project because of that + immense lag caused by a few hundred rockets n detachers.
The racks are the Vietnam-post Vietnam era MER/TER type (multiple/triple ejector racks) that can carry up to 6 or 3 bombs. But this one is reusable in that, it's not "built in" to an aircraft. It's also fairly light, and won't flop under low physics. I just gotta finish the description text.
And so are missiles
Huh... Ohhh, I see now. I thought missiles never ignite if disconnected, but they had to be active/activated. Just tested this. (Rockets will ignite whether they are active or inactive--I'm talking about the activationGroup input)
And yeah they tend to be floppy.
@ThomasRoderick
I'll be publishing a low-physics proof bomb ejector racks (with some bombs) later btw, would you mind if I tag you on the post? I think you might like it
@Leviatham
Unfortunately there isn't at the moment. It's either the ExplosionScale of rockets can't be changed, or maybe game doesn't even have the parameter for the parts.
You can make a custom missile that flies straight and doesn't need a target (maybe this is what you mean by the cannon trick?), but it will be less reliable (it will explode upon contact with a plane, but can go through terrain sometimes).
@WrightDefense
Go into cannon's xml (with Overload or something), and you'll find an attribute called "launchVolume." You just need to edit the number and make it 0.
@Hannyboy
Yeah, I took a little break from the game, and now I'm taking it slow to avoid burnout. That, and also due to life stuff in general.
I've been working on each of my SP projects bit by bit though, so the MiG-17, airbase target and some other stuff haven't been abandoned.
@DatRoadTrainGuy19
Hopefully this year
Been taking breaks to avoid complete burnout, but I've made some progress with some parts of the project. Keep your hopes and expectations low though (both with quality and release date), you don't wanna get disappointed, lol
@Commander9013
It can, though you must use cannons for it to work. Cant use minigun or wing gun.
I was experimenting with it a while ago actually, though I kinda forgot how well it worked. You should experiment with the idea :)
If you don't mind cluttering the weapons menu, you can use a cannon or missile (with very low explosionScale--but not zero) as the trigger for the alarm. To be more precise, their ammo count. Attach them to the part, name them "Wing left" or "Tail", and if they get destroyed with the part, their ammo goes to 0. And that will trigger the alarm.
(You can use something like "clamp01(ammo("Tail")=0)" for the light's input (not the activationGroup))
Very nice! Turn rate feels realistic and is fun to fly, and parts usage feels very efficient. Looks beautiful too. I'd have preferred it if the first person camera was located in the general cockpit position, but that's a minor issue. (Oh and flap would be a nice addition as well)
Edited bullet scale is also a nice touch.
@BlackThuNDR
No problem. F-4 is gone, but they still have An-225 up. I reported it a few days ago, so it may get removed soon, but just in case.
https://www.simpleplanes.com/u/Waffle15
@ChinaColorfulAirlines
No, it's all done in singleplayer. And no mods. Just using FT.
You can already play with the AI AAA, just spawn it as an aggressive AI. (You can find 25 parts version in my profile)
https://www.simpleplanes.com/a/j40xqF/ZSU-23-4-Shilka-AI-Ground-Target
I'm currently working on things like the AI bomber, AI interceptor (that can take off and attack you or other bombers), AI SAM site, ground target, etc. I can, maybe, upload the interceptor soon. (But no promises!)
But I'll describe the video in case you can't watch that.
I'm flying an F-105 approaching Wright Airport from North, and I see two other F-105s. One next to me, and one behind me.
Anti air artillery on Wright Airport starts firing at us. We drop bombs, and blow up some parked aircrafts. My wingman gets shot down by the AAA. Plane crashes on the south end of the island. I circle back to fire rockets at the AAA, but I get hit and my plane gets damaged. My pilot ejects, and parachute opens right before he hits the ground--and my F-105 crashes into the ground, and explodes into pieces. My pilot was almost blown up. But he lands safely on the ground. End of the video.
@Ooflauncher1
Oh well.. that's something alright, lol
Hey, could you link this page in the description of your build? Credit would be very much appreciated:)
@Hannyboy
They spawn as blue when spawned at Final Approach spawns that are in the game by default. Planes in the video are controlled by FT autopilot, and flying on predetermined course/"on rail". I will upload the plane when it's ready.
@Bismarck108th
Sorry, I don't have any plane of my own ready for upload. You should be able to download the Skyraider linked in the description, though, it's a 170-part build.
You can first save the weapon as a sub-assembly. Just grab them by the red block. You'll see a blue box at the top right corner of the screen, so drag & drop it there, and give it a name. Like, "CBU2." Now it's saved as a sub-assembly, and you can get it from the parts menu (sub-assembly section is at the bottom of the menu).
Now, once you've downloaded the plane (or any other), you can attach it to your plane of choice. Let me know if you aren't sure about the instructions.
Correction, sub assembly save box is at the top left corner
@asteroidbook345
You are inspecting your squadron, and feel something is off... is it just me, or do we have one too many plane today? Eh, who cares, a mig is a mig.
@KaiserRedGamer
Thanks! I owe a lot of ideas in this to ship building games I used to play (such as BSC and navalcraft), as well as SP tank armor/damage model by another builder named wernster.
.
I'm really hoping people try and develop this concept further. I gotta work on my demo ships too though, I want to show people that we have already everything needed to build ships that can sail on its own on a set path, and aim and fire cannons with FT autoaim (AI used cannon after they expend their missiles (they must be air to air or multirole). Can't wait to have actual ships combat in SP:]
Let me know if you got any cool ideas, too!
@Cosmosavia
Haha thanks, AI ship that can fight you or other AI, is already possible (I'm slooowly building one as a demo build). And don't worry, domination of, not just SP, but all lands on earth is on my agenda. lol
@ThomasRoderick
Hehehh, I had a feeling you'd like this, lol
80m for Boom 50 and others definitely seems too large though, and it seemed 75m wasn't 100 percent accurate, either. Might need to do more experiments with precision.
Also--I found that (it seems at least) dragScale/drag calculation don't affect bomb's fall speed or trajectory, only mass does. Might affect airplane's performance though (yet to test that). Got any info on that?
@KangIntel
It's ok, everyone starts as a beginner. You'll get better with practice, but not without practice. You'll probably improve with every build you make. Just give it a try, you already have the ideas. And you can ask questions to people (just remember to be polite), and someone might be able to help you build it:)
@DimitriIqbal91
(Sorry, forgot to finish writing my response)
You're welcome. I'm not super familiar with Ace Combat (only seen some LPs), but I do recognize the, I guess, 'feel' of some of the crazy designs from the series (not in a bad way). It actually reminded me of a plane from an old DS game called Jet Impulse, what with downward tail and stuff. (which is an Ace Combat esque game with some wonderful weird designs and crazy plot)
This thing pic 1pic 2, one flying higher. (Sorry for the low res images)
It's basically F-22 Raptor with weird main wings and down angled tail, and I guess it's not that similar to you jet, but uh, I don't see tail like that too often, so I guess I made the connection there. lol
Also... this is a response to an even older comment from you, but your amphibious tank was quite nice. Handling of the wheel track felt really nice. (It drove much better than some of my vehicles.) Noticed a tendency to capsize under some conditions when sailing in the water, but other than that, I didn't see any flaws. Whatever problem you were having your track, it seemed it was all fixed.
P.S.
Oh yeah, looking at some pics of Morgan, I do see the inspiration. But I think I prefer this (your) design over it, lol
Note to keep track of what feedbacks I sent and what I haven't yet
【Stuff I sent】
-new attribute shortestAngle for joint rotator (lets your autoaim tator and such rotate 360 degrees continuously, without the 'snap' that happens at a certain point. Thanks to IzzyIA for mentioning it in their post)
.
-autoDispenseDelay (counter measure dispenser, number - changes how fast it fires when you press down the button)
.
-About cannon's damage (IDS, ES, projectileVelocity and diameter, as well as some other info)
.
-Boom 50 and 25's blast radius per explosionScale, as well as some other info about them (80 meters per 1 es)
.
.
【Uncertain】(I may have sent them)
-lookBackTranslation (cameraVantage, input X,Y - moves your camera sideways/vertically when you look beyond a 90 degs to the left or right. AutoCenter must be enabled)
.
-Missile's function (you can have the same type of missile with different function as long as they have different names. Conversely, if you have different weapons with the same name &different function/roll, one of them will become unselectable)
.
.
@C47skytrain
I don't think that's possible, unfortunately.
Cannon's explosion size and damage are determined by caliber (diameter) and explosionScaler (as far as I know), and if you make the value of either one of them (or both) small, explosion will be small and weak. And if you make them large, explosion becomes large and powerful. Unlike bombs, missiles, etc., you can't change the size of explosion effect independent of the actual damage and blast radius.
@IDNSatyaSlebew
I'm not familiar with ship building let alone carriers in SP (at all), but I think you might be able to improve on-deck handling by changing the traction values of the aircraft's wheels (you may have to use resizable wheels). I think I might have some info on that on my M103 page, have a look there.
Here's a note I took before. It may not be 100% accurate, so I recommend you do some research yourself. There were some discussions on this site.
+1@GabrielSatori
+1Thank you, glad you're having fun with it!
Target marker thing was a necessary compromise I had to make to make them not shoot each other, but it did inspire me to be creative with it (like the aggro/neutral-mode light thing & contrail to make them easier to find)
@ThomasRoderick
Yeah, the visual effect of the explosion isn't very napalm like. I was working on a modified version of potato's Napalm which uses no AGs and can instead be dropped like any other bombs, but canned the project because of that + immense lag caused by a few hundred rockets n detachers.
The racks are the Vietnam-post Vietnam era MER/TER type (multiple/triple ejector racks) that can carry up to 6 or 3 bombs. But this one is reusable in that, it's not "built in" to an aircraft. It's also fairly light, and won't flop under low physics. I just gotta finish the description text.
+1@ThomasRoderick
+1@ThomasRoderick
+1Oh--I was mistaken in that case. When does it dispawn?
@ThomasRoderick
+1I'll be publishing a low-physics proof bomb ejector racks (with some bombs) later btw, would you mind if I tag you on the post? I think you might like it
@Leviatham
+1Unfortunately there isn't at the moment. It's either the ExplosionScale of rockets can't be changed, or maybe game doesn't even have the parameter for the parts.
You can make a custom missile that flies straight and doesn't need a target (maybe this is what you mean by the cannon trick?), but it will be less reliable (it will explode upon contact with a plane, but can go through terrain sometimes).
@WrightDefense
+1Go into cannon's xml (with Overload or something), and you'll find an attribute called "launchVolume." You just need to edit the number and make it 0.
@Hannyboy
+1Yeah, I took a little break from the game, and now I'm taking it slow to avoid burnout. That, and also due to life stuff in general.
I've been working on each of my SP projects bit by bit though, so the MiG-17, airbase target and some other stuff haven't been abandoned.
Just incredible! Love it!!!
+1@Capitainecheese
+1Thanks for the reminder
I plan to release it eventually, I gotta the finish the build
@DatRoadTrainGuy19
+1Hopefully this year
Been taking breaks to avoid complete burnout, but I've made some progress with some parts of the project. Keep your hopes and expectations low though (both with quality and release date), you don't wanna get disappointed, lol
@Commander9013
+1It can, though you must use cannons for it to work. Cant use minigun or wing gun.
I was experimenting with it a while ago actually, though I kinda forgot how well it worked. You should experiment with the idea :)
If you don't mind cluttering the weapons menu, you can use a cannon or missile (with very low explosionScale--but not zero) as the trigger for the alarm. To be more precise, their ammo count. Attach them to the part, name them "Wing left" or "Tail", and if they get destroyed with the part, their ammo goes to 0. And that will trigger the alarm.
+1(You can use something like "clamp01(ammo("Tail")=0)" for the light's input (not the activationGroup))
@Wywtt080
+1Thanks for adding the credit, and archiving their plane!:)
@Wywtt080
+1Hey, you forgot to mention this is a model by Spark1645.
You should (need to) credit the original creator in the description or title.
Very nice! Turn rate feels realistic and is fun to fly, and parts usage feels very efficient. Looks beautiful too. I'd have preferred it if the first person camera was located in the general cockpit position, but that's a minor issue. (Oh and flap would be a nice addition as well)
+1Edited bullet scale is also a nice touch.
@VenusLancer
+1Thx:) But it's gotten even better! I'll (hopefully) film a vid to showcase the new stuff sometime soon.
@BlackThuNDR
+1No problem. F-4 is gone, but they still have An-225 up. I reported it a few days ago, so it may get removed soon, but just in case.
https://www.simpleplanes.com/u/Waffle15
This is cool!!
+1@LunarEclipseSP
+1lol, got you there! Glass block does hide some parts, but not the water.
@LunarEclipseSP
+1Haha, sorry that was a reference to GTASA (maybe in VC too) where water disappears when you look through boats' window
Nice recreation of the police boat!
+1I think there's a bug with the windows though, water disappears when I look through them. It's really weird.
Uh-oh, the suspect has boarded our boat! What should we do... aha! We should abandon the boat! All hands abandon ship! touches water and dies
+1@ChinaColorfulAirlines
No, it's all done in singleplayer. And no mods. Just using FT.
You can already play with the AI AAA, just spawn it as an aggressive AI. (You can find 25 parts version in my profile)
https://www.simpleplanes.com/a/j40xqF/ZSU-23-4-Shilka-AI-Ground-Target
I'm currently working on things like the AI bomber, AI interceptor (that can take off and attack you or other bombers), AI SAM site, ground target, etc. I can, maybe, upload the interceptor soon. (But no promises!)
+1@ChinaColorfulAirlines
Sorry, I don't have an account on bilibili :(
Let me try sending you the link one more time
https://media.discordapp.net/attachments/1082609033225179188/1082609064481132654/IMG_8941.mp4
But I'll describe the video in case you can't watch that.
I'm flying an F-105 approaching Wright Airport from North, and I see two other F-105s. One next to me, and one behind me.
Anti air artillery on Wright Airport starts firing at us. We drop bombs, and blow up some parked aircrafts. My wingman gets shot down by the AAA. Plane crashes on the south end of the island. I circle back to fire rockets at the AAA, but I get hit and my plane gets damaged. My pilot ejects, and parachute opens right before he hits the ground--and my F-105 crashes into the ground, and explodes into pieces. My pilot was almost blown up. But he lands safely on the ground. End of the video.
This sounds cooler in text honestly.. lol
+1@Ooflauncher1
+1No prob, thanks for adding the link!
@Ooflauncher1
+1Oh well.. that's something alright, lol
Hey, could you link this page in the description of your build? Credit would be very much appreciated:)
@Bryan5
+1Hey, sorry I got the notif but couldn't see your comment. I think the guy removed our comments.
@Hannyboy
+1They spawn as blue when spawned at Final Approach spawns that are in the game by default. Planes in the video are controlled by FT autopilot, and flying on predetermined course/"on rail". I will upload the plane when it's ready.
@Bismarck108th
Sorry, I don't have any plane of my own ready for upload. You should be able to download the Skyraider linked in the description, though, it's a 170-part build.
You can first save the weapon as a sub-assembly. Just grab them by the red block. You'll see a blue box at the top right corner of the screen, so drag & drop it there, and give it a name. Like, "CBU2." Now it's saved as a sub-assembly, and you can get it from the parts menu (sub-assembly section is at the bottom of the menu).
Now, once you've downloaded the plane (or any other), you can attach it to your plane of choice. Let me know if you aren't sure about the instructions.
Correction, sub assembly save box is at the top left corner
+1@Australia3
+1Here it is, it's a modified & repainted version of this A-1.
https://www.simpleplanes.com/a/WcWIJh/Douglas-A-1-Skyraider
@U2
+1Yessir, and thanks!:)
@asteroidbook345
+1You are inspecting your squadron, and feel something is off... is it just me, or do we have one too many plane today? Eh, who cares, a mig is a mig.
@Farewellntchii
+1Nah, sorry, only got the top loader. But hey, you can always put them sideways and make it a front loader... right? (Innocent smile)
Glorious...
+1@KaiserRedGamer
+1Thanks! I owe a lot of ideas in this to ship building games I used to play (such as BSC and navalcraft), as well as SP tank armor/damage model by another builder named wernster.
.
I'm really hoping people try and develop this concept further. I gotta work on my demo ships too though, I want to show people that we have already everything needed to build ships that can sail on its own on a set path, and aim and fire cannons with FT autoaim (AI used cannon after they expend their missiles (they must be air to air or multirole). Can't wait to have actual ships combat in SP:]
Let me know if you got any cool ideas, too!
@Cosmosavia
+1Haha thanks, AI ship that can fight you or other AI, is already possible (I'm slooowly building one as a demo build). And don't worry, domination of, not just SP, but all lands on earth is on my agenda. lol
I hear a song in my head
+1.
.
He's gonna take you back to the past...
To the play the SimplePlanes and make stuff...
He'd rather have...
This is so, so cool. Great work!!
+1@ThomasRoderick
Hehehh, I had a feeling you'd like this, lol
80m for Boom 50 and others definitely seems too large though, and it seemed 75m wasn't 100 percent accurate, either. Might need to do more experiments with precision.
Also--I found that (it seems at least) dragScale/drag calculation don't affect bomb's fall speed or trajectory, only mass does. Might affect airplane's performance though (yet to test that). Got any info on that?
+1@KangIntel
+1It's ok, everyone starts as a beginner. You'll get better with practice, but not without practice. You'll probably improve with every build you make. Just give it a try, you already have the ideas. And you can ask questions to people (just remember to be polite), and someone might be able to help you build it:)
@DimitriIqbal91
(Sorry, forgot to finish writing my response)
You're welcome. I'm not super familiar with Ace Combat (only seen some LPs), but I do recognize the, I guess, 'feel' of some of the crazy designs from the series (not in a bad way). It actually reminded me of a plane from an old DS game called Jet Impulse, what with downward tail and stuff. (which is an Ace Combat esque game with some wonderful weird designs and crazy plot)
This thing pic 1 pic 2, one flying higher. (Sorry for the low res images)
It's basically F-22 Raptor with weird main wings and down angled tail, and I guess it's not that similar to you jet, but uh, I don't see tail like that too often, so I guess I made the connection there. lol
Also... this is a response to an even older comment from you, but your amphibious tank was quite nice. Handling of the wheel track felt really nice. (It drove much better than some of my vehicles.) Noticed a tendency to capsize under some conditions when sailing in the water, but other than that, I didn't see any flaws. Whatever problem you were having your track, it seemed it was all fixed.
P.S.
+1Oh yeah, looking at some pics of Morgan, I do see the inspiration. But I think I prefer this (your) design over it, lol
Love the design with V bomber inspiration, and also the lore. Relatively low-part count, too, which is a plus (for me at least). Nice plane!
+1Note to keep track of what feedbacks I sent and what I haven't yet
【Stuff I sent】
-new attribute
shortestAngle
for joint rotator (lets your autoaim tator and such rotate 360 degrees continuously, without the 'snap' that happens at a certain point. Thanks to IzzyIA for mentioning it in their post).
-
autoDispenseDelay
(counter measure dispenser, number - changes how fast it fires when you press down the button).
-About cannon's damage (IDS, ES, projectileVelocity and diameter, as well as some other info)
.
-Boom 50 and 25's blast radius per explosionScale, as well as some other info about them (80 meters per 1 es)
.
.
【Uncertain】(I may have sent them)
-lookBackTranslation (cameraVantage, input X,Y - moves your camera sideways/vertically when you look beyond a 90 degs to the left or right. AutoCenter must be enabled)
.
-Missile's function (you can have the same type of missile with different function as long as they have different names. Conversely, if you have different weapons with the same name &different function/roll, one of them will become unselectable)
.
.
【Stuff I haven't sent yet】
-Blast radius per ES of other weapons
+1Beautiful!
+1@C47skytrain
+1I don't think that's possible, unfortunately.
Cannon's explosion size and damage are determined by caliber (diameter) and explosionScaler (as far as I know), and if you make the value of either one of them (or both) small, explosion will be small and weak. And if you make them large, explosion becomes large and powerful. Unlike bombs, missiles, etc., you can't change the size of explosion effect independent of the actual damage and blast radius.
@KangIntel
+1Nah, sorry. I do take suggestions, but I don't do requests. I'm kinda busy with other stuff anyway
@Ethantheboss15
+1No problem, it's VTOL down when AG1 is on in current version, and VTOL down when AG1 off in the previous version
Yeah, I don't really know how label formatting works
+1