@R0gue
Haha, thanks.
I have no programming knowledge, but I was thinking it would be cool if I could build a cool (free, or cheap enough) open-source naval combat building game, in the vein of old Battleship Craft (or WSC) or Navalcraft, that can be played on mobile devices. Something a bit more casual than Navalart, but still has good range of freedom to build really cool stuff. SimplePlanes really does let me do a lot of things I wish I could do on these games, though, and I think a fairly decent module-based combat is still possible on this platform, so I'll stick to SP for now. But thanks for the idea;)
Let me know if you ever decide to build a game like that yourself though, I'd love to throw some ideas at it, lol
I was procrastinating.. I mean, taking a break from other projects and building a B-52D. (mobile friendly, aircraft alone will be under 200 parts. Plus some 84 Mk82)
I wanted to implement wing-flex to the build, as they do on real plane. I used wing-2 and it was working fine when I was testing the plane in 1/4 scale, but when I scaled the plane back up to 1/1, I got this. Shame.
@Dash777
Nah don't mention it, keep up the nice work! That's a nice Grille you've built.
I should have asked you if you would mind my uploading a modified version before I uploaded this, though, sorry about that.
Anyway, try other wheel types and sizes, you can make different types of tracks with these :)
@weebabyseamus
You're welcome and thank you, glad you liked it!:)
Yeah, your truck is from way before my time on the site (& the game), and I love how you did suspension and stuff with what was available back then, so much creativity. And it's still fun to drive, too! lol I had to bring it back, for newer players like me.
@SBSBSBSB114514
First, you have to save the pod as "sub assembly."
Grab the thing (rocket pod), and drop it to the blue box on top left of the screen. Give it a name, and click save. Now, this thing is saved as a sub assembly, and you can get it any time from "Sub Assemblies" in the Parts menu. Here's an image (click this)
Here's something potentially useful.
If you don't mind xml editing, you can use a single type of missile as a multirole weapon. Simply add a property function under Missile drop list and set it to MultiRole. Can also be AirToAir or AirToSurface, should work for all 4 missiles. (Note: property function is case sensitive (must not be capitalized), but MultiRole (or the other two roles) isn't.)
I know about it. wpSystem_ctgt_id variable setter must be zero if Time is less than 0.1s, but Time is global so it only works for player's airplane, and those who was spawned later will perhaps start from 1 or 2 (i.e. second or third point). Try to replace Time with sum(1) in wpSystemctgtid and it's activator.
Sorry, forgot to write back on this. Replacing Time with sum(1) didn't work, I've also tried to have the same target coords for waypoint 1 through 3, but somehow that didn't work either.
Do you think there's any other possible solution for this?
@B17fan
They should activate when the vehicle is deactivated, or their engine is on idle. Magnet power is too weak on the two APCs though, that's probably why they are falling off. If you know how to use Overload, increase their magnet power by 5 and see if that fixes it.
@ThomasRoderick
Answer to the first question, it doesn't. Caliber/diameter does not seem to have any noticeable effect on kinetic damage. 200mm/ids 10 400mm/ids 10
@ThomasRoderick
1) Lemme test... (I suspect it doesn't matter)
2) With some modifications, yes. You gotta space cannon/block pairs far enough apart from other pairs, so they don't destroy stuff or mess with the results.
@rexzion @Farewellntchii @MyReaktorIsLeak @DimitriIqbal91
You were on my "people who may be interested in this finding" list. I am truly sorry.
(Let me know if you aren't, or don't want to get tagged)
@ThomasRoderick
Thanks. So that part of the mechanic has nothing to do with explosionScale value, when it's Basic.
@11qazxc
That's a really cool observation, didn't think the value was rerolled with every map restart.
I can't do the testing myself right now, but I wanna see if the game applies the same amount of boost/nerf for 1) all cannons 2) all cannons of the same name 3) all cannons with the same Xml characteristics (so same muzzle velocity and impactDamageScaler), or it's different for each cannon every time.
We can test this by simply copy-pasting the cannon, place them so they each shoot at different block, and take note of how many shots each one requires to destroy the block. (Blocks should all have 1000 HP, and are individually connected to cockpit and only the cockpit--I'm not sure if the HP-pool thing you mentioned will have any effect on the result). Hopefully so we can get more data for average/range of damage a given combo of muzzle velocity + impactDamageScaler will do.
@ThomasRoderick
(You may know this already, but) I believe/think disintegration happens thanks to the attribute of explosion which lets it "destroy/cut" the connections between blocks within the effect radius, as well as the way blocks are connected.
You can build 'tougher' plane by connecting every individual block to the primary cockpit (with partCollisionResponseNone and all that good stuff), since in this case, you must damage each individual part or the cockpit to destroy the whole plane.
Planes we've been building (as a community as a whole) tend to be weak partly because parts are connected to each other, and especially other weak parts, which causes the chain-reaction when hit with explosive weapons (or anything, if partCollisionResponse is default).
(I have added some visual explanations on the topic on my sinking ship damage model (advanced demo))
@ThomasRoderick
Yeah, there isn't much info or research on the topic on the site it seems (I'm really excited & interested in your gun weapons research for that, I do want to have a good and consistent damage/armor system for my airplanes).
It's kinda understandable why this hasn't been researched yet (much), but I think it's (and should be) pretty relevant now, now that we can build ships that sink, and (combined with necessary FT tech like autopilot and autoaim) can soon have actual naval combat--for that to be fun, battleship needs to "feel" like a battleship in relation to smaller type of ships. (And for that we need to have some idea on how cannons work)
I'm pretty hopeful that we can get at least some useful info out of this experiment.
I wanna add that for bomb and missile (for clarity's sake), scale of the visual effect part affects explosion radius. And I think it may also affect the actual damage radius & force, but I need to do some tests.
@NotHome
Not on the version I'm working on (my current version uses F-105), but it is possible! :). Check out MisterT's video https://youtu.be/ZpPW_ikWy8c
@ThomasRoderick
No problem, and thanks for the clarification.
I got a little confused, as I didn't realize that you/game basically shares a single predictor for both cannons and guns in air-to-air mode, but now your explanation of the testing results make more sense. Quite an interesting finding.
@Thatguy2020
It was easier to edit the vehicles that way, why they're outside the plane.
As for tanks, you have to first press corresponding activation groups to activate each vehicle, Number 2 for the tank, Number 5 & 6 for the APCs. Check out the instructions for rest of the instructions (you can open that in designer or in-flight, from option menu).
Also, detacher won't get in the way so don't worry about it, it doesn't have collision.
@ThomasRoderick
Don't mention it, this is cool and useful.
I wanna ask a question for clarification though, by "highest" are you referring to the highest muzzle velocity weapon, highest in the list, or highest in terms of placement? I'm assuming it's the first one, but just to be sure.
@DatRoadTrainGuy19
Thanks😂
And... no, he's not Tenpenny, but I did base the uniform on LSPD/LAPD color scheme.
Now that you mentioned it, I do want to make/see CRASH version of the figs. (I'm not making them (not anytime soon at least), you should give it a try if you wanna)
Beautiful plane, pleasant & fun to fly. Also, the reflection of the fuselage looks just... right. (Might be a common knowledge, but the reflection setting really did impress me--and turns out it's simply a 100% smoothness giving it the beautiful look! haha (never thought of that))
This is so cool!
If, perhaps, combined with coords based self driving mechanism (11qazxc's gift truck for instance) so the truck drives itself closer to a target (you can aggro the thing by locking onto the truck with missile, so it "targets" you--which lets the truck have your coords via FT variables), you might be able to automate the process a bit more. That may/will create some limitations in terms of what kind of planes can be refueled, though.
@OrderlyHippo
Check this out!
That would still be better than just putting a camera on a bomb with wings, and flying it like a plane (which is what I've done with my "TV" bomb).
I should see what I can do with the 1-part-HUD variables.
.
How's the GPS bomb coming along btw?
I've figured the idea is basically the same as the autopilot on PQ-14, but I still haven't tried to make a bomb/missile using that tech yet. Something like a cruise missile that destroys ice base missiles might be fun to make though
@ShiroNeko
Thanks:)
I don't build or play with ships much in this game (still experiencing warship burnout from Navalcraft days.. lol (built a lot of ships in that game)), but I definitely wanted to turn the ship combat more fun somehow, and I think this has proven that it can be achieved (I think the tech is still very new/unrefined). Hoping to see people make something better out of this.
@11qazxc
That's great to know, thanks. Doubt I can realize it, but I'll tinker with these variables.
By the way, could you, if possible, modify your RNG custom variable from the gift truck so it returns one of 10 consecutive numbers, like 1,2,3,4,...10, or 0.1,0.2,0.3,...0.9,1? (It seems to return 0,0.25,0.5, or 0.75 as it is now)
Or do I need a whole new FT for this?
I'm working on this flak site (deleted the link as people were randomly stumbling upon it & FT was broken) using winterro's Langley guns and bot activation tech (missile), but want to add some randomness to the fuse so it can explodes either in front of, or behind the target.
Edit:
The thing I linked may not work as intended btw, I messed up guns' activationGroup with my latest modification. I'll make another upload for the release version either way.
@mire233
It's not really. Armor in this case, is the HP of the buoyancy blocks. My previous version had dedicated "armor block", but I realized it was redundant + didn't work very well in SimplePlanes (since there's no shell penetration).
And ship's HP/survivability is the buoyancy. In other words, the number of remaining buoyancy blocks.
@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@R0gue
Haha, thanks.
I have no programming knowledge, but I was thinking it would be cool if I could build a cool (free, or cheap enough) open-source naval combat building game, in the vein of old Battleship Craft (or WSC) or Navalcraft, that can be played on mobile devices. Something a bit more casual than Navalart, but still has good range of freedom to build really cool stuff. SimplePlanes really does let me do a lot of things I wish I could do on these games, though, and I think a fairly decent module-based combat is still possible on this platform, so I'll stick to SP for now. But thanks for the idea;)
Let me know if you ever decide to build a game like that yourself though, I'd love to throw some ideas at it, lol
+1I was procrastinating.. I mean, taking a break from other projects and building a B-52D. (mobile friendly, aircraft alone will be under 200 parts. Plus some 84 Mk82)
I wanted to implement wing-flex to the build, as they do on real plane. I used wing-2 and it was working fine when I was testing the plane in 1/4 scale, but when I scaled the plane back up to 1/1, I got this. Shame.
+1@Dash777
Nah don't mention it, keep up the nice work! That's a nice Grille you've built.
I should have asked you if you would mind my uploading a modified version before I uploaded this, though, sorry about that.
Anyway, try other wheel types and sizes, you can make different types of tracks with these :)
+1@weebabyseamus
You're welcome and thank you, glad you liked it!:)
Yeah, your truck is from way before my time on the site (& the game), and I love how you did suspension and stuff with what was available back then, so much creativity. And it's still fun to drive, too! lol I had to bring it back, for newer players like me.
+1@SBSBSBSB114514
+1First, you have to save the pod as "sub assembly."
Grab the thing (rocket pod), and drop it to the blue box on top left of the screen. Give it a name, and click save. Now, this thing is saved as a sub assembly, and you can get it any time from "Sub Assemblies" in the Parts menu.
Here's an image (click this)
@SBSBSBSB114514
+1Do you mean rocket pods?
@11qazxc
+1Ah got it, no problem! Thanks anyhow:)
@SBSBSBSB114514
+1What would you like to know?
@rexzion
+1Me likey rockets, rockets goods
@Freesanbox
+1Thanks;)
@FirstFish83828
+1Thanks!
Nice update over the last one!
Here's something potentially useful.
+1If you don't mind xml editing, you can use a single type of missile as a multirole weapon. Simply add a property
function
under Missile drop list and set it toMultiRole
. Can also be AirToAir or AirToSurface, should work for all 4 missiles. (Note: propertyfunction
is case sensitive (must not be capitalized), butMultiRole
(or the other two roles) isn't.)I shoulda read the instructions before I flew this thing... I got Ishii-d before takeoff
Edit: It was also due to low physics, as it turns out
+1Looks great and fun to fly, controllable even on mobile. Great plane!
+1Sorry, forgot to write back on this. Replacing Time with sum(1) didn't work, I've also tried to have the same target coords for waypoint 1 through 3, but somehow that didn't work either.
+1Do you think there's any other possible solution for this?
@B17fan
+1They should activate when the vehicle is deactivated, or their engine is on idle. Magnet power is too weak on the two APCs though, that's probably why they are falling off. If you know how to use Overload, increase their magnet power by 5 and see if that fixes it.
Nice suspension!
+1Nice!
+1Nice cool design, love the unique far-apart engine pods and tail stab with downward angles. And the top profile's just, really nice
+1@ThomasRoderick
Answer to the first question, it doesn't. Caliber/diameter does not seem to have any noticeable effect on kinetic damage.
200mm/ids 10
400mm/ids 10
You can use these to see for yourself
https://www.simpleplanes.com/a/1TV8yw/Cannon-damage-tester-Mk3-5-200mm
https://www.simpleplanes.com/a/03mS0f/Cannon-damage-tester-Mk3-5-400mm
I'm guessing it might be the muzzle velocity equivalent of explosion damage, though that's a blind guess
+1@ThomasRoderick
+11) Lemme test... (I suspect it doesn't matter)
2) With some modifications, yes. You gotta space cannon/block pairs far enough apart from other pairs, so they don't destroy stuff or mess with the results.
@rexzion @Farewellntchii @MyReaktorIsLeak @DimitriIqbal91
+1You were on my "people who may be interested in this finding" list. I am truly sorry.
(Let me know if you aren't, or don't want to get tagged)
Looks nice and build is efficient! Love it!
+1@ThomasRoderick
Thanks. So that part of the mechanic has nothing to do with explosionScale value, when it's Basic.
@11qazxc
That's a really cool observation, didn't think the value was rerolled with every map restart.
I can't do the testing myself right now, but I wanna see if the game applies the same amount of boost/nerf for 1) all cannons 2) all cannons of the same name 3) all cannons with the same Xml characteristics (so same muzzle velocity and impactDamageScaler), or it's different for each cannon every time.
We can test this by simply copy-pasting the cannon, place them so they each shoot at different block, and take note of how many shots each one requires to destroy the block. (Blocks should all have 1000 HP, and are individually connected to cockpit and only the cockpit--I'm not sure if the HP-pool thing you mentioned will have any effect on the result). Hopefully so we can get more data for average/range of damage a given combo of muzzle velocity + impactDamageScaler will do.
+1@ThomasRoderick
+1Thanks, lemme try these examples
@ThomasRoderick
+1(You may know this already, but) I believe/think disintegration happens thanks to the attribute of explosion which lets it "destroy/cut" the connections between blocks within the effect radius, as well as the way blocks are connected.
You can build 'tougher' plane by connecting every individual block to the primary cockpit (with
partCollisionResponse
None
and all that good stuff), since in this case, you must damage each individual part or the cockpit to destroy the whole plane.Planes we've been building (as a community as a whole) tend to be weak partly because parts are connected to each other, and especially other weak parts, which causes the chain-reaction when hit with explosive weapons (or anything, if partCollisionResponse is default).
(I have added some visual explanations on the topic on my sinking ship damage model (advanced demo))
@ThomasRoderick
Yeah, there isn't much info or research on the topic on the site it seems (I'm really excited & interested in your gun weapons research for that, I do want to have a good and consistent damage/armor system for my airplanes).
It's kinda understandable why this hasn't been researched yet (much), but I think it's (and should be) pretty relevant now, now that we can build ships that sink, and (combined with necessary FT tech like autopilot and autoaim) can soon have actual naval combat--for that to be fun, battleship needs to "feel" like a battleship in relation to smaller type of ships. (And for that we need to have some idea on how cannons work)
I'm pretty hopeful that we can get at least some useful info out of this experiment.
+1I wanna add that for bomb and missile (for clarity's sake), scale of the visual effect part affects explosion radius. And I think it may also affect the actual damage radius & force, but I need to do some tests.
+1@Nofferston @rexzion @11qazxc @winterro
+1You guys might be interested
Really cool concept
+1@NotHome
+1Not on the version I'm working on (my current version uses F-105), but it is possible! :). Check out MisterT's video https://youtu.be/ZpPW_ikWy8c
@ThomasRoderick
+1No problem, and thanks for the clarification.
I got a little confused, as I didn't realize that you/game basically shares a single predictor for both cannons and guns in air-to-air mode, but now your explanation of the testing results make more sense. Quite an interesting finding.
@Thatguy2020
+1It was easier to edit the vehicles that way, why they're outside the plane.
As for tanks, you have to first press corresponding activation groups to activate each vehicle, Number 2 for the tank, Number 5 & 6 for the APCs. Check out the instructions for rest of the instructions (you can open that in designer or in-flight, from option menu).
Also, detacher won't get in the way so don't worry about it, it doesn't have collision.
@ThomasRoderick
Don't mention it, this is cool and useful.
I wanna ask a question for clarification though, by "highest" are you referring to the highest muzzle velocity weapon, highest in the list, or highest in terms of placement? I'm assuming it's the first one, but just to be sure.
+1@DatRoadTrainGuy19
Thanks😂
And... no, he's not Tenpenny, but I did base the uniform on LSPD/LAPD color scheme.
Now that you mentioned it, I do want to make/see CRASH version of the figs. (I'm not making them (not anytime soon at least), you should give it a try if you wanna)
+1Beautiful plane, pleasant & fun to fly. Also, the reflection of the fuselage looks just... right. (Might be a common knowledge, but the reflection setting really did impress me--and turns out it's simply a 100% smoothness giving it the beautiful look! haha (never thought of that))
+1This is so cool!
+1If, perhaps, combined with coords based self driving mechanism (11qazxc's gift truck for instance) so the truck drives itself closer to a target (you can aggro the thing by locking onto the truck with missile, so it "targets" you--which lets the truck have your coords via FT variables), you might be able to automate the process a bit more. That may/will create some limitations in terms of what kind of planes can be refueled, though.
@OrderlyHippo
Check this out!
@IceCraftGaming
+1You're right. I don't remember why I did it on SimpleRockets (I suspect a tutorial/guide took me to the site)
Whoa!
+1Is this related to rexzion's PQ-14/11qazxc's waypoint system, or is it entirely a separate development? I've been working on AI bomber using these techs for the last month or so myself, so I'd curious to see how this works if it's powered by different FTs
My old(ish) forum post
https://www.simpleplanes.com/Forums/View/1694470/Autopilot-with-Predetermined-Course-destination-AI-bomber-concept
Nice hull! Excited to see the finished version.
+1Noticed some faulty connections, though--buoyancy blocks are connected to the exterior shell, so the ship loses its exterior/outer shell when you destroy the buoyancy blocks. Like this https://media.discordapp.net/attachments/973002115993714688/1061631581091012689/IMG_8130.png
You can fix this by disconnecting buoyancy blocks from the exterior shell, and individually connecting them to the primary cockpit.
Check out the description of my damage model page for more thorough explanation, I've done a complete overhaul so it should be clearer.
(Explanation mostly done through images)
https://www.simpleplanes.com/a/9K7E8p/Sinkable-ship-damage-model-buoyancy-Description-Redone
@rexzion
That would still be better than just putting a camera on a bomb with wings, and flying it like a plane (which is what I've done with my "TV" bomb).
+1I should see what I can do with the 1-part-HUD variables.
.
How's the GPS bomb coming along btw?
I've figured the idea is basically the same as the autopilot on PQ-14, but I still haven't tried to make a bomb/missile using that tech yet. Something like a cruise missile that destroys ice base missiles might be fun to make though
@11qazxc
+1Thanks, counter works too. As long as there's some variation in the detonation time.
@ShiroNeko
+1Thanks:)
I don't build or play with ships much in this game (still experiencing warship burnout from Navalcraft days.. lol (built a lot of ships in that game)), but I definitely wanted to turn the ship combat more fun somehow, and I think this has proven that it can be achieved (I think the tech is still very new/unrefined). Hoping to see people make something better out of this.
@11qazxc
That's great to know, thanks. Doubt I can realize it, but I'll tinker with these variables.
By the way, could you, if possible, modify your RNG custom variable from the gift truck so it returns one of 10 consecutive numbers, like 1,2,3,4,...10, or 0.1,0.2,0.3,...0.9,1? (It seems to return 0,0.25,0.5, or 0.75 as it is now)
Or do I need a whole new FT for this?
I'm working on this flak site (deleted the link as people were randomly stumbling upon it & FT was broken) using winterro's Langley guns and bot activation tech (missile), but want to add some randomness to the fuse so it can explodes either in front of, or behind the target.
Edit:
+1The thing I linked may not work as intended btw, I messed up guns' activationGroup with my latest modification. I'll make another upload for the release version either way.
@rexzion @11qazxc
+1Do you guys think this is possible?
@IceCraftGaming
+1Probably possible even with the current set up, but you first have to chart the route between two places (I do have a plan to do that)
@mire233
It's not really. Armor in this case, is the HP of the buoyancy blocks. My previous version had dedicated "armor block", but I realized it was redundant + didn't work very well in SimplePlanes (since there's no shell penetration).
And ship's HP/survivability is the buoyancy. In other words, the number of remaining buoyancy blocks.
You can read the description of my previous post for more thorough explanation on some of the basics here https://www.simpleplanes.com/a/15q53o/Buoyancy-based-warship-damage-model-tech-demonstrator?redirect=false
+1Download: https://www.simpleplanes.com/a/9K7E8p/Sinkable-ship-damage-model-buoyancy
+1