@WinsWings
Mmm! I'm wondering if it's (it probably is) better to use machine gun parts for those. They are a bit more tricky to use though, and seems to have some limitations. https://www.simpleplanes.com/a/j40xqF/ZSU-23-4-Shilka-AI-Ground-Target
Here's a working example of it, it's also one of my inspirations.
If you don't mind me asking, do you know when the medium caliber AA guns were most prominent and when they were phased out? Stuff like 57mm guns.
@MACCOD
Sorry, it's an unfinished work in progress. (Same goes for F-105 too) You can find some nice A-6s on the site though. I'd recommend Dracul0Anderson's build here, if you don't mind putting weapons on it yourself: https://www.simpleplanes.com/a/xW441M/Grumman-A-6-Intruder
Guys, if you haven't tried this yet, give it a try now! You probably won't regret it. AI flak - 85mm AA gun https://www.simpleplanes.com/a/9i7JiL/AI-flak-gun-52-K-85mm-v1
This is a flak cannon that works with the base. It's made for Aggressive AI, and it actually fires the explosive cannon(s) at you or other AI planes flying around. It won't attack the base or each other, so you can basically create an air defense wherever you want (you need to create custom spawns though). Give it a try!!
@winterro
That makes sense. Thanks for the explanation. (Still wondering why firing two missiles make it permanent, has anyone got a clue on it?)
.
I've made a modified version of the gun to incorporate the double missile technique, and it worked fine. Felt a little laggier than usual when I spawned multiple units though. I'm a little concerned about the effect of having a bunch of objects moving at light speed has, so perhaps the I time spent on the reset-rotator mechanism wasn't entirely a waste of time, haha
@winterro
Huh, what's the settings of those missiles in your first example? Their names, activationGroup, firing delay, etc.
Also, about the second example, 1)does the missile have to be fired by the AI's pressing FireWeapons button, or can you do it with AG as soon as they spawn, and 2)what does the process look like?
@Dracul0Anderson https://www.simpleplanes.com/a/j40xqF/ZSU-23-4-Shilka
It does, and it already exists: this ZSU by MysteryTimeTraveler. The trick used on it got its own quirks though.
The thing with guns is that aggro-edAI usually don't use it unless the target is in front of them. Detaching cockpit seems to make them fire guns indefinitely without them facing the target, and that's the technique used with the ZSU here. They seem to stop firing/never fire the guns under some conditions, though, like when the cockpit is on a moving rotator--which limits their target search angle to where they were facing upon spawning.
So I was thinking of experimenting with, like, a smaller caliber version of the cannon version. As you know cannon rounds don't spread, so it's gonna be kind of a pain in the back + parts intensive to make it not super accurate though.
@winterro
Thank you! Couldn't have made it without your bot activation trick, and the FT I stol- I- I mean, borrowed from your Langley...
Hope this one prompts people to make more stuff like these.
@KSB24
Thanks!
It took me a while to figure them out, and the weapon reset mechanism was like a big breakthrough. Before that discovery & making of the mechanism, the AA gun would just stop firing at one point, and would never fire again, and that really confused me. I'm sure this trick will be useful in other applications, like warships for AI or AI aircraft with cannons, so I'm pretty happy about it:)
@SILVERPANZER
Oh, damn, didn't know about that (I didn't realize I didn't understand that part). Yeah, if you can just toggle that, it would be much better.
@SILVERPANZER
If you want to go permanent-stealth (or more like a ghost ), you can drop 1/3 of the blocks. But if you do this, all AI actors in the map (including the in-game surface vehicles like AA tanks and Destroyers) will ignore you and basically stop reacting to your presence (because your aircraft is basically dead, with no target marker. They won't see you again) until you restart the simulation, so it might make the game a little boring.
They will still react to missile lock (airplanes will try to evade), but they cannot attack you. So if you wanna have like a stealth mode or something, I think you may be better off with the chaff/flair with super high ROF like you described. It would only work against missiles, and would be kind of a pain in the back to keep pressing the button, though.
(Redoing tags, sorry if I'm sending you double notifications)
@winterro
@MysteryTimeTraveler
@ShiroNeko
Found a way/mechanism to force the AI to switch back to cannon!
@SILVERPANZER
Those are the blocks that cause "critically damaged" state (1/3 of the total parts count, so about 33 parts or so). This removes the target marker of the flak gun, thus preventing friendly fire among the flak guns, allowing you to have more than one in the field.
I used fuel tanks because they seem to disappear most of the time when destroyed (other blocks don't always disappear). This (hopefully) reduces the physics calculation game has to do a little bit, and helps with the performance.
@SILVERPANZER
Oh crap, Thanks!
I gotta do it again, then. When you exceed 3 people though, is it still sent to the first three people, or is it not sent to anyone?
@FoxG
@ChinaColorfulAirlines
@Nerfaddict
@PlayMinecraft
Wooo, this is a curse of... just kidding. Tags from my instant custom mission video, here's a cannon (no AI bomber yet, sorry)
@QuesoAirlines
It is alright, let me know if/once you upload the video:)
And yeah, we could really use it.. but with the announcement of the final update (being a minor one), I guess we can only hope that we'll get it in the possible SP2, and maybe get even more creative with the existing stuff in the game.
I have some builds on the line, that will sort of help us make pseudo missions (including mobile). Would be really great if we can just make some custom missions though. Just basic IFF/team settings and the ability to choose what to spawn where would allow us to do so much more.
@Dracul0Anderson
Thanks. I have a bit more clearer picture of the thing now.
.
I suppose you've tried Ku's KGB 3000 and other weapons? It'll help me if you can tell me how you want this to be different from the Ku's KGB 3000. https://www.simpleplanes.com/a/EqQ642/FT-Guided-Bomb-KGB-3000-MK-1
.
I think I may be able to make it fire-and-forget capable if it's strictly for stationary targets. With a proximity detonation fuse which may or may not work.
But if it's for moving targets also, player will have to keep a lock on the target.
Let me know what you think.
@Dracul0Anderson
Hmm. I need more details to know if it's feasible for me or not.
.
Here's some questions:
1. Are they each intended for the player or the AI?
.
2. Do you want them to be basically like a 'kamikaze aircraft' (without the carrying plane), that flies towards & tries to crash into the target, or do you want them to be weapons separate from the carrying aircraft?
.
3. Can you clarify the meaning of "drone swarm"?
.
4. Why do you want them to be an FT controlled guided weapon(s)? I ask this because if it's for the AI, I don't see a point in using this method aside from the fact that it (FT controlled weapon) won't give a missile warning to the receiver.
.
.
As far as I can tell, it's not possible in this game to simultaneously attack multiple moving targets with a guided weapon, even with a coords based FT weapon. It requires target coords to make the thing fly towards the target, and you can only get one set of coords at a time due to game limitation. If it's all stationary targets, you can, in theory, first select each as a target (only possible for the player), manually store the coords of each of them using some sort of memory device (you don't need to have their coords updated every second, unlike with the moving targets), then use/assign each set of coords for each bomb or missile to make them fly towards all selected targets--I'll be clear, honestly this is way beyond what I'm willing to do (or can do to be frank) at the moment, even if it's actually possible.
@Dracul0Anderson
Sure, I'll see what I can do. I'm not good with FTs (I can't do math) though, so keep your hopes low for now.
Anyway. Can you tell me hat kind of plane this is gonna be for?
I had an idea for something potentially similar for an AI torpedo bomber, with a auto-releasing torp controlled by target distance and relative headings (havent tried, not doing it anytime soon).
If it has to just point/fly in the direction of the target, I might be able to mod rexzion's FT used on this build to do that. But I certainly wont be able to make it lead the shot or anything. Let me know what you want this thing to do.
@MACCOD
Thanks, I hope they'll come out nice!
@WinsWings
Mmm! I'm wondering if it's (it probably is) better to use machine gun parts for those. They are a bit more tricky to use though, and seems to have some limitations.
https://www.simpleplanes.com/a/j40xqF/ZSU-23-4-Shilka-AI-Ground-Target
Here's a working example of it, it's also one of my inspirations.
If you don't mind me asking, do you know when the medium caliber AA guns were most prominent and when they were phased out? Stuff like 57mm guns.
@MACCOD
Sorry, it's an unfinished work in progress. (Same goes for F-105 too) You can find some nice A-6s on the site though. I'd recommend Dracul0Anderson's build here, if you don't mind putting weapons on it yourself: https://www.simpleplanes.com/a/xW441M/Grumman-A-6-Intruder
Guys, if you haven't tried this yet, give it a try now! You probably won't regret it.
AI flak - 85mm AA gun
https://www.simpleplanes.com/a/9i7JiL/AI-flak-gun-52-K-85mm-v1
This is a flak cannon that works with the base. It's made for Aggressive AI, and it actually fires the explosive cannon(s) at you or other AI planes flying around. It won't attack the base or each other, so you can basically create an air defense wherever you want (you need to create custom spawns though). Give it a try!!
@winterro
That makes sense. Thanks for the explanation. (Still wondering why firing two missiles make it permanent, has anyone got a clue on it?)
.
I've made a modified version of the gun to incorporate the double missile technique, and it worked fine. Felt a little laggier than usual when I spawned multiple units though. I'm a little concerned about the effect of having a bunch of objects moving at light speed has, so perhaps the I time spent on the reset-rotator mechanism wasn't entirely a waste of time, haha
@winterro
I see, thanks. Is it also necessary to launch the missiles with detachers, or does this work without them?
@winterro
Huh, what's the settings of those missiles in your first example? Their names, activationGroup, firing delay, etc.
Also, about the second example, 1)does the missile have to be fired by the AI's pressing FireWeapons button, or can you do it with AG as soon as they spawn, and 2)what does the process look like?
This is super maneuverable and fun to fly! Nice build!
@Dracul0Anderson
https://www.simpleplanes.com/a/j40xqF/ZSU-23-4-Shilka
It does, and it already exists: this ZSU by MysteryTimeTraveler. The trick used on it got its own quirks though.
The thing with guns is that aggro-edAI usually don't use it unless the target is in front of them. Detaching cockpit seems to make them fire guns indefinitely without them facing the target, and that's the technique used with the ZSU here. They seem to stop firing/never fire the guns under some conditions, though, like when the cockpit is on a moving rotator--which limits their target search angle to where they were facing upon spawning.
So I was thinking of experimenting with, like, a smaller caliber version of the cannon version. As you know cannon rounds don't spread, so it's gonna be kind of a pain in the back + parts intensive to make it not super accurate though.
Flak gun download link:
https://www.simpleplanes.com/a/9i7JiL/AI-flak-52-K-85mm-AA-gun-v1-kendog84
@Freerider2142
Here it is!
Here's a demo movie that shows the AA gun in action. Tragedy at Camp Poostein
https://www.simpleplanes.com/Videos/View/1834459/Tragedy-at-Camp-Poostein-and-enemy-AA-gun-demo
Thanks everyone for downloading, upvoting, highlighting, and commenting!
@QuesoAirlines
Thanks! I wanted one for a long time myself
@VTPADELTA
Fly really low and close to the surface, it's totally very inaccurate so you can easily survive. Honest.
@DatMaluchGuy19
"Hahaaa! CJ101 going down!
Remember who I am Carl, I am the 'Big Smoke!'"
@DimitriIqbal91
Thanks a lot, makes it worth the effort!
@OrderlyHippo
Thank you!
@MobileBuilder21
Thanks!
@winterro
Thank you! Couldn't have made it without your bot activation trick, and the FT I stol- I- I mean, borrowed from your Langley...
Hope this one prompts people to make more stuff like these.
Not sure if I'm up to the task, but what kind of issue are you having?
@KSB24
Thanks!
It took me a while to figure them out, and the weapon reset mechanism was like a big breakthrough. Before that discovery & making of the mechanism, the AA gun would just stop firing at one point, and would never fire again, and that really confused me. I'm sure this trick will be useful in other applications, like warships for AI or AI aircraft with cannons, so I'm pretty happy about it:)
@MAPA
Thanks for the highlight!
@OrderlyHippo
@11qazxc
@MisterT
Tagging, figured you may be interested.
MisterT
The weapon switch back mechanism can certainly be used on a bomber turret. Maybe you already have something like this though.
@SILVERPANZER
Oh, damn, didn't know about that (I didn't realize I didn't understand that part). Yeah, if you can just toggle that, it would be much better.
@SILVERPANZER
If you want to go permanent-stealth (or more like a ghost ), you can drop 1/3 of the blocks. But if you do this, all AI actors in the map (including the in-game surface vehicles like AA tanks and Destroyers) will ignore you and basically stop reacting to your presence (because your aircraft is basically dead, with no target marker. They won't see you again) until you restart the simulation, so it might make the game a little boring.
They will still react to missile lock (airplanes will try to evade), but they cannot attack you. So if you wanna have like a stealth mode or something, I think you may be better off with the chaff/flair with super high ROF like you described. It would only work against missiles, and would be kind of a pain in the back to keep pressing the button, though.
@FoxG
@ChinaColorfulAirlines
@Nerfaddict
AA flak gun for enemy AI (tag redo)
@DatMaluchGuy19
@rexzion
@VenusLancer
Spawnable AA flak gun (redoing tag)
@SILVERPANZER
I see.. guess I'll re do it for everyone, anyway (already am redoing it, lol). Thanks:)
Thank you for download, upvote, and highlight, everybody!:)
(Redoing tags, sorry if I'm sending you double notifications)
@winterro
@MysteryTimeTraveler
@ShiroNeko
Found a way/mechanism to force the AI to switch back to cannon!
@SILVERPANZER
Those are the blocks that cause "critically damaged" state (1/3 of the total parts count, so about 33 parts or so). This removes the target marker of the flak gun, thus preventing friendly fire among the flak guns, allowing you to have more than one in the field.
I used fuel tanks because they seem to disappear most of the time when destroyed (other blocks don't always disappear). This (hopefully) reduces the physics calculation game has to do a little bit, and helps with the performance.
@SILVERPANZER
Oh crap, Thanks!
I gotta do it again, then. When you exceed 3 people though, is it still sent to the first three people, or is it not sent to anyone?
Tragic story starts around 1:40
@rexzion
Thx
@DEADSHOT16
@kyomunosekai
Spawnable AA gun for AI, tagging you for custom mission thing.
Whew. I'm starting to feel like a spammer...
@FoxG
@ChinaColorfulAirlines
@Nerfaddict
@PlayMinecraft
Wooo, this is a curse of... just kidding. Tags from my instant custom mission video, here's a cannon (no AI bomber yet, sorry)
Download links:
AI flak - working AA gun for enemy AI
https://www.simpleplanes.com/a/9i7JiL/AI-flak-52-K-85mm-AA-gun-v1-kendog84
.
Camp Poostein (airforce base)
https://www.simpleplanes.com/a/4169yp/Target-Airbase-BSAF-Camp-Poostein-v1-700-parts
.
*A-6E and F-105D are still a work in progress.
*The jeep that briefly appears in a shot of the base is a modified version of the jeep by pancelvonat, from his 1941 US vehicle collection (link)
@winterro
@MysteryTimeTraveler
@ThomasRoderick
@ShiroNeko
Found a way/mechanism to force the AI to switch back to cannon!
@Sparky6004
Hey, made the AA gun work at last. (Finally decoded the demo, lol)
@WaterFlavouredSpitfires
Thank you!:D
@Graingy
Aw... Oh hey look, there's a brown spot on the bench!
@DimitriIqbal91
Thanks, always appreciate your compliment!
@QuesoAirlines
It is alright, let me know if/once you upload the video:)
And yeah, we could really use it.. but with the announcement of the final update (being a minor one), I guess we can only hope that we'll get it in the possible SP2, and maybe get even more creative with the existing stuff in the game.
I have some builds on the line, that will sort of help us make pseudo missions (including mobile). Would be really great if we can just make some custom missions though. Just basic IFF/team settings and the ability to choose what to spawn where would allow us to do so much more.
If you can't download this, or if it's too laggy, let me know. I'll create & upload a lighter version.
@Hannyboy
Hi, finally finished & uploaded the airbase target!
@Dracul0Anderson
Thanks. I have a bit more clearer picture of the thing now.
.
I suppose you've tried Ku's KGB 3000 and other weapons? It'll help me if you can tell me how you want this to be different from the Ku's KGB 3000.
https://www.simpleplanes.com/a/EqQ642/FT-Guided-Bomb-KGB-3000-MK-1
.
I think I may be able to make it fire-and-forget capable if it's strictly for stationary targets. With a proximity detonation fuse which may or may not work.
But if it's for moving targets also, player will have to keep a lock on the target.
Let me know what you think.
@Dracul0Anderson
Hmm. I need more details to know if it's feasible for me or not.
.
Here's some questions:
1. Are they each intended for the player or the AI?
.
2. Do you want them to be basically like a 'kamikaze aircraft' (without the carrying plane), that flies towards & tries to crash into the target, or do you want them to be weapons separate from the carrying aircraft?
.
3. Can you clarify the meaning of "drone swarm"?
.
4. Why do you want them to be an FT controlled guided weapon(s)? I ask this because if it's for the AI, I don't see a point in using this method aside from the fact that it (FT controlled weapon) won't give a missile warning to the receiver.
.
.
As far as I can tell, it's not possible in this game to simultaneously attack multiple moving targets with a guided weapon, even with a coords based FT weapon. It requires target coords to make the thing fly towards the target, and you can only get one set of coords at a time due to game limitation. If it's all stationary targets, you can, in theory, first select each as a target (only possible for the player), manually store the coords of each of them using some sort of memory device (you don't need to have their coords updated every second, unlike with the moving targets), then use/assign each set of coords for each bomb or missile to make them fly towards all selected targets--I'll be clear, honestly this is way beyond what I'm willing to do (or can do to be frank) at the moment, even if it's actually possible.
@Dracul0Anderson
Sure, I'll see what I can do. I'm not good with FTs (I can't do math) though, so keep your hopes low for now.
Anyway. Can you tell me hat kind of plane this is gonna be for?
I had an idea for something potentially similar for an AI torpedo bomber, with a auto-releasing torp controlled by target distance and relative headings (havent tried, not doing it anytime soon).
If it has to just point/fly in the direction of the target, I might be able to mod rexzion's FT used on this build to do that. But I certainly wont be able to make it lead the shot or anything. Let me know what you want this thing to do.
@Graingy
It's a cheese, just has higher-than-average metal content... and might break your teeth or two
Excuse me, my package is damaged her-- Oh, I- I- Uh, never mind, it's fine. Thank you very much, have a nice day!