@MonarchiiwithastolenMG Lol good luck. It's not that I don't have the technical know-how to make it, but I simply don't have time to make it right now, plus I never considered my builds to be aesthetically coherent or pleasing; perhaps someone else would do a better job at it.
@MonarchiiwithastolenMG Honestly if they can just fly around the map in big circles at high altitude at high speed, I'd be happy.
And yes a Hera or an Iskander or something would be amazing
Do you think you can make target cruise/ballistic missiles? I would love to use them to test the capabilities of my funky tree missiles. I'm building a Patriot battery so I need something that can really stretch the capabilities of my missile to the max.
@F8boa i haven’t experienced failure of detonation myself, it may be that the missile just didn’t get close enough to the target to detonate since the proximity fuse is set very close
And i didn’t make a sub assembly and publish the code since it is quite complex to move the missile around, and i don’t foresee anyone really needing it since not many planes actually used it in real life.
@Monarchii hey I am interested in using your helicopter to mount funky trees guided weapons in the near future, perhaps as a test bed for a replica AGM 114 Hellfire Missile. Do you think I would be able to publish it with this helicopter carrying it and I would fully credit you?
@SuperSuperTheSylph This problem is fixed from my Aim-9 P missiles and beyond where i came up with a better fuse code that would actually reliably self destruct the missile after it misses. This missile is not popular enough for me to re-release it with a new code just yet.
@llDeadboyll I could but most SLBM are just that, Ballistic Missiles; the Simpleplanes map is simply not big enough for that kind of missile to be useful since they usually have ranges of thousands of kms, and the sp map is at maximum 300 km in either direction. Not to mention i have no experience with building submarines.
@F8boa ofc it is possible, and yes you’d have to first disconnect all of the flight computers from the missile, save the launcher, then put it on ur own build, reconnect all the flight computers, and copy in the variables; not to mention this is over 600 parts by itself.
@Federico050312 First you have to to into Air-to-Air mode and select a target
Then, so you know how the button which you fire missiles and drop bombs with is greyed out because you technically didn't lock on to anything? Just press it anyways when you get near a target and the missile will launch
@Federico050312 don't worry about trying to shoot it like the default missile, just press left Alt or hold the fireweapons button on mobile (even if it's not lit up)
@F8boa i am 90% sure I already know how to achieve what ur telling me with funky trees alone, however i am just busy with other projects right now but the idea is now on my radar and I will give it a shot one day.
@F8boa if the default missile is directly attached to the missile shell and is then separated from the main flight computer/cockpit, then the flight properties would completely depend on the default missiles flight properties and would then be completely independent of the little engine, fins, drag, etc, which would then defeat the entire point of FT missiles.
@F8boa The problem with that is that the AI will fire at the first chance they get without properly lining up the missile, waiting for the target to be in range, and etc. However, with proper activation parameters to the missile, it is not impossible to program the AI to only be allowed to fire the missile when it is determined that the missile can hit its target.
I may investigate in this concept and release AI versions of these planes. However these missiles would be virtually impossible to dodge since they are usually highly maneuverable and impervious to countermeasures.
@Fighter119Su35 Are you on mobile? If you are you need to open your weapons selection, tap on the name of the missile to select it (even though it will say unavailable) and then press Fire Weapons while you are within range of the target.
@MagmaBlaster69 I believe if you just select the weapon by taping on it's name in the menu, even though it will say it's unavailable, it should still select it and you would then be able to fire it.
@Dracul0Anderson There is the possibility, however, I'm not sure how many people are actually interested in learning how to make such things given how much foundational knowledge they would have to be taught.
@OrderlyHippo Well see the games gives you the heading distance and the elevation of the target you have selected, and so that's how I can calculate where the target is without using an in game missile to lock onto it. You can also do it with memory variables by setting priorities to the variables (They are basically activation groups but instead of the value returning to 0 when they are deactivated they freeze thus making them permanently that value until it activates again) but why would you do that when you can just slap a flight computer onto something and find the deviation between where the flight computer is, where your plane is, and where your target is. I can go on more but that's a little bit about how it works. As for the maffs I highly recommend you to learn some that is at least relevant to what you are going to make so that you can be interested and be educated at the same time. I also highly encourage you reverse engineer other people's work not only to see how the maths work but also how they get around the game's limitations, because that's at least half the battle coding in simpleplanes.
@OrderlyHippo Very very interesting concept you had. Custom weapons are already far and few between and funky trees weapons are even rarer, I am glad to see that others share my interest too. It seems that your design was limited by the fact that you tried to use the in game default weapons as shells or frames instead of developing a new one from scratch. I think if you did that it would have been more easily controllable and allow you to do far more with your design.
@Quizels06 Ya about that
It a lil bit of a process but i've simplified it as best i could but here are all the steps if you rly want to try it yourself
1. Go inside the bomb and find the flight computer, copy down all the variable names, and then delete the flight computer
2. Go into the variables menu, copy paste the following variable onto like a google doc or whatever: B1F1Con, B1RStab, B1F2Con, TLat, TLong, TAlt, MTD1, MTH1, MTE1, B1TTG, PControl1, YControl1, LaunchAuth, B1Launch, LH1, LA1, LT1
3. Under the last three variables, LH1, LA1, LT1, there are also codes for priorities; you also need to copy that
4. You can now take the centerline mounted bomb with it's detacher and save it as sub assembly and put it on your plane
5. Re-copy all of the variables into the variables menu, Including the priorities for the last three variable!
6. Put a flight computer somewhere on the bomb (make sure it is oriented the right way) and rename all of the variable outputs to what you have copied down from the original build
7. After all that it should work
Will be releasing within this week with some final adjustments to flight model and launch authorization parameters, and strapping two more bombs onto the plane.
you make ur own Autopilot using PID controllers
POV war thunder lobby when there's F-14s
+2@GuardianAerospace lol
+1@DatTrainAndCarGuy19 @Mousewithamachinegun122 @Randomplayer tag
+1@MonarchiiwithastolenMG Lol good luck. It's not that I don't have the technical know-how to make it, but I simply don't have time to make it right now, plus I never considered my builds to be aesthetically coherent or pleasing; perhaps someone else would do a better job at it.
+1@MonarchiiwithastolenMG Honestly if they can just fly around the map in big circles at high altitude at high speed, I'd be happy.
+1And yes a Hera or an Iskander or something would be amazing
Do you think you can make target cruise/ballistic missiles? I would love to use them to test the capabilities of my funky tree missiles. I'm building a Patriot battery so I need something that can really stretch the capabilities of my missile to the max.
@Mal0ne ah yes am stupeed
Is it just me or are the flaps not working?
+1Interesting excecution
+1A lot of bombs
Guided by funky trees
@F8boa i haven’t experienced failure of detonation myself, it may be that the missile just didn’t get close enough to the target to detonate since the proximity fuse is set very close
And i didn’t make a sub assembly and publish the code since it is quite complex to move the missile around, and i don’t foresee anyone really needing it since not many planes actually used it in real life.
+2@Tanglednebula19 What do you mean by that
+1@Monarchii hey I am interested in using your helicopter to mount funky trees guided weapons in the near future, perhaps as a test bed for a replica AGM 114 Hellfire Missile. Do you think I would be able to publish it with this helicopter carrying it and I would fully credit you?
@pram1234 Did you go into Air to Air or Air to Ground mode and select a target?
If you did try installing the whole thing again and make sure that you are moving the entire thing together
@TouhouFan11 lol yes the fifth part is the cockpit which doesn’t count
And yes feel free to use it.
+2@Jackty how so?
@SuperSuperTheSylph This problem is fixed from my Aim-9 P missiles and beyond where i came up with a better fuse code that would actually reliably self destruct the missile after it misses. This missile is not popular enough for me to re-release it with a new code just yet.
+1@llDeadboyll I could but most SLBM are just that, Ballistic Missiles; the Simpleplanes map is simply not big enough for that kind of missile to be useful since they usually have ranges of thousands of kms, and the sp map is at maximum 300 km in either direction. Not to mention i have no experience with building submarines.
@SuperSuperTheSylph Yes i am aware of this unfortunate problem xd
+1@F8boa ofc it is possible, and yes you’d have to first disconnect all of the flight computers from the missile, save the launcher, then put it on ur own build, reconnect all the flight computers, and copy in the variables; not to mention this is over 600 parts by itself.
+1@Federico050312 First you have to to into Air-to-Air mode and select a target
Then, so you know how the button which you fire missiles and drop bombs with is greyed out because you technically didn't lock on to anything? Just press it anyways when you get near a target and the missile will launch
@OkaNieba It essentially is XD
+1@Federico050312 don't worry about trying to shoot it like the default missile, just press left Alt or hold the fireweapons button on mobile (even if it's not lit up)
@Federico050312 Could I get a more detailed description of how it doesn't work?
@RicardoACE BTW would you mind if I steal this Aim9 model and make it into an actual FT guided missile?
+1It seems the Aim9-H was planned to be a funky trees guided missile, what happened to it?
Also nice to see my RWR on a build
+1@heylongboi 30 ish each
You could use one of my Funky Trees Guided Bombs :)
@AshdenpawTG22 Yes; all ships move at 8 m/s if undisturbed.
+1@TheCommentaryGuy I normally use magnets but yes i can in the future
+1@Yish42 Trigonometry and Label magic
+1@xYoshii_ Might make that happen
@F8boa i am 90% sure I already know how to achieve what ur telling me with funky trees alone, however i am just busy with other projects right now but the idea is now on my radar and I will give it a shot one day.
+1@F8boa if the default missile is directly attached to the missile shell and is then separated from the main flight computer/cockpit, then the flight properties would completely depend on the default missiles flight properties and would then be completely independent of the little engine, fins, drag, etc, which would then defeat the entire point of FT missiles.
+1@F8boa The problem with that is that the AI will fire at the first chance they get without properly lining up the missile, waiting for the target to be in range, and etc. However, with proper activation parameters to the missile, it is not impossible to program the AI to only be allowed to fire the missile when it is determined that the missile can hit its target.
I may investigate in this concept and release AI versions of these planes. However these missiles would be virtually impossible to dodge since they are usually highly maneuverable and impervious to countermeasures.
+1@Fighter119Su35 Are you on mobile? If you are you need to open your weapons selection, tap on the name of the missile to select it (even though it will say unavailable) and then press Fire Weapons while you are within range of the target.
@ZeroWithSlashedO I believe I read from somewhere that it does
@MagmaBlaster69 I believe if you just select the weapon by taping on it's name in the menu, even though it will say it's unavailable, it should still select it and you would then be able to fire it.
+1@Bezdadsds interesting idea...
+1@SomeSPGuyWhoLikesLore magic
+1@Vulorian I had that idea but I can't find a good enough blue print for it yet.
+2@Dracul0Anderson Reach out to me on discord, user is kuatta4
+1@Dracul0Anderson There is the possibility, however, I'm not sure how many people are actually interested in learning how to make such things given how much foundational knowledge they would have to be taught.
@BraxtonSkipper What part of it does not work
@OrderlyHippo Well see the games gives you the heading distance and the elevation of the target you have selected, and so that's how I can calculate where the target is without using an in game missile to lock onto it. You can also do it with memory variables by setting priorities to the variables (They are basically activation groups but instead of the value returning to 0 when they are deactivated they freeze thus making them permanently that value until it activates again) but why would you do that when you can just slap a flight computer onto something and find the deviation between where the flight computer is, where your plane is, and where your target is. I can go on more but that's a little bit about how it works. As for the maffs I highly recommend you to learn some that is at least relevant to what you are going to make so that you can be interested and be educated at the same time. I also highly encourage you reverse engineer other people's work not only to see how the maths work but also how they get around the game's limitations, because that's at least half the battle coding in simpleplanes.
+2@OrderlyHippo Very very interesting concept you had. Custom weapons are already far and few between and funky trees weapons are even rarer, I am glad to see that others share my interest too. It seems that your design was limited by the fact that you tried to use the in game default weapons as shells or frames instead of developing a new one from scratch. I think if you did that it would have been more easily controllable and allow you to do far more with your design.
+1@Quizels06 Ya about that
+1It a lil bit of a process but i've simplified it as best i could but here are all the steps if you rly want to try it yourself
1. Go inside the bomb and find the flight computer, copy down all the variable names, and then delete the flight computer
2. Go into the variables menu, copy paste the following variable onto like a google doc or whatever: B1F1Con, B1RStab, B1F2Con, TLat, TLong, TAlt, MTD1, MTH1, MTE1, B1TTG, PControl1, YControl1, LaunchAuth, B1Launch, LH1, LA1, LT1
3. Under the last three variables, LH1, LA1, LT1, there are also codes for priorities; you also need to copy that
4. You can now take the centerline mounted bomb with it's detacher and save it as sub assembly and put it on your plane
5. Re-copy all of the variables into the variables menu, Including the priorities for the last three variable!
6. Put a flight computer somewhere on the bomb (make sure it is oriented the right way) and rename all of the variable outputs to what you have copied down from the original build
7. After all that it should work
I did not expect this to blow up over night
pun intended
Will be releasing within this week with some final adjustments to flight model and launch authorization parameters, and strapping two more bombs onto the plane.
T for tag when released