@EchoWhiskey11 In theory a large build can be mobile friendly. Based on what's shown in that post it seems like a big part of what makes a build potentially taxing on a system is collision and drag calculations.
Beautiful remaster! I remember downloading the original Mig-3 you made, I was impressed then and I'm even more now! Love what you did with the cockpit view too, taking a page from Weaverfish's book.
@FOXLOVER @Alienbeef0421 Turns out you were both right! Sure enough I encountered those same lights in the air, and a closer look revealed it to indeed be an aircraft!
If you're using the Rocket weapon as a base for the weapon, it will naturally self destruct after a certain time. In XML terms it's called 'selfDestructTimer' and can be changed for those who can XML mod.
That has got to be the freakiest concept for a flying machine I have ever seen. This thing's also surprisingly somewhat controllable, and rather fun to fly given its quirky mechanics.
If anyone's having trouble selecting attachment nodes here's a tip that might help. I've found that angling the camera to where your click only falls on the node (blue circle) helps. Specifically making sure that it can't highlight the object itself when your trying to select attachment points.
In my experience it helps make sure it doesn't select the first object as your second, also helps in selecting the second object. This may help you specifically @jamesPLANESii
@Ariathe I have only seen it twice and not in a row, its appearances were unpredictable.
The closest mod that it looks anything like is the green line from Advanced targeting (when using bombs), however it appeared when I was using a sub that carried no weaponry, and it doesn't exactly explain the other lights.
@WaffleCakes Yet it looked too clean and structure to be a glitch, yet due to how stationary it was it couldn't have been a crashed ai plane. Seems more likely to be a glitch between the two, though a very interesting looking one.
@VerldVarIII During the Cold war, especially the early to mid cold war, Soviet Submarines were classified by NATO using the Military Alphabet. With examples being the Whiskey, Delta, Charlie, Romeo, Sierra, and many others. Only in a few examples such as the Akula, Typhoon, and more recent subs such as the Borei class has NATO not used the military alphabet for classification of Russian Submarines.
@ArcturusAerospace It's a simulation of a VLS system :P, made to accommodate the fact that missiles get completely disabled the moment they touch water in this game. Lets you fire missiles at ships at a certain depth like IRL SSGN's. And hey, the missiles are fired upward, so it's a 'vertical launch' ;)
-take a piston, xml mod the range WAY up (1500 in this case),
-Set direction to 'Push'
-Set invert to 'True'
-Go to 'InputController' and set 'Input' to 'Activate7'(make sure activation group is none, also use whatever AG you want here i.e. Activate1)
-Set 'preventBreaking' to true in XML.
-Setting the speed to 20 is recommended, since any higher may cause it to break or yank the sub around.
-Attach a block/fuselage piece to that piston
-Attach your weapon of choice to aforementioned piece
-Set weapons to the AG of the piston (unless you wanna throw realism to the wind and shoot missiles at any depth)
-Select the fuselage/block piece, go to the transform menu and change 'Selected Part' to 'Connected Parts'
-Use this to nudge your weapons up high, enough to allow submerged firing.
-Setting the speed to 20 is recommended, since any higher may cause it to break.
-Finally, put the piston on a spring to keep the piston from yanking your sub up and down between weapon activation, adjust spring as needed.
This seemed so simple before I actually went through explaining it XD. This all is meant to ensure the piston immediately shoots up high when you load in. Pressing the AG will bring it down and activate the weapons.
@WNP78 I think is mod is (somehow) conflicting with the Upload with Screenshots Mod. Ever since I downloaded this I've been having crashes. troubleshooting has found that the crashing stopped once I disabled that mod.
@Minecraftpoweer Possibly, luckily there is another work around for building custom cruise missiles seen here. Using a tiny missile to act as propulsion which sits above the water at a certain depth while the main warhead sits inside and is pulled along upon firing.
I plan to use this alongside another simple trick for creating a makeshift 'VLS' system for submarines. Allowing operation of guided missiles above the dreaded 60 feet mark, while keeping them safe when you're diving below that and not using them.
@Minecraftpoweer In my recent experiments I've found that missiles completely deactivate the moment they make contact with water. Even if a detacher can shoot them out of the water, they just fall back in and don't even try to home on the target.
@ThomasRoderick That is true, I mean look at what randomusername did! But what especially surprises me about this thing is how lite it is! I downloaded and loaded this thing up into the level without trouble and with little to no lag!
@MintLynx Update! The Scinfaxi is being uncancelled! Thanks to This amazing build, I've discovered and learned what was causing me problems and how to make my model workable. It will however be relegated to a side project. But at some point, I will make the Scinfaxi operational!
@randomusername I'll keep that in mind, thank you! My usual method of increasing speed involves making the 'blades' of the prop bigger alongside cutting down drag on the nose. But I'll be sure to give that method a shot should a replica pass that once I scale it. The AN-1 I have planned could very well pass that threshold.
@FLYGUY101 My methods are generally adapted from other builds I've seen. This submarine in particular has inspired my general method of making subs. Ditching the conventional piston method most others use. The engine itself is based on the engine found in this build. I've also utilized what I've come to know from the physics and mechanics of the game from my 1400+ hours playing this.
@FLYGUY101 The 'Ballast' Engines yes, but the main propulsion uses XML modded rotators and wings, a 'spinning wings' kind of engine that works only in the water.
@FLYGUY101 You mean the VTOL engines? They're not even attached, and are meant to stay above water so they can power the Simulated Ballast control. Basically a simulation of how submarines fill a set of special tanks with either water or air to adjust the craft's buoyancy.
The Scinfaxi has officially been canceled. Feel free to download the model if you wanna do something with it. Be warned though, it broke my game so do so at your own risk.
Given how annoying the attachment system can sometimes be, the attachment editor alone is a godsend! And the ability to add blueprints is everything Replica builders could ever want! Once more WNP78 blesses the community with his genius!
@Destroyerz117 I happen to have a laptop that can't run those monsters so I'm certainly not going to build something I can't even take to the sea without turning the game to 'SimpleSlideShow', XD
@EchoWhiskey11 In theory a large build can be mobile friendly. Based on what's shown in that post it seems like a big part of what makes a build potentially taxing on a system is collision and drag calculations.
+2Now this is weaponized memes.
Beautiful remaster! I remember downloading the original Mig-3 you made, I was impressed then and I'm even more now! Love what you did with the cockpit view too, taking a page from Weaverfish's book.
+1@FOXLOVER @Alienbeef0421 Turns out you were both right! Sure enough I encountered those same lights in the air, and a closer look revealed it to indeed be an aircraft!
+1"5..4..3..2..1..Impact!"
+1That is one heck of an anti ship missile, I love the staging of the boosters!
If you're using the Rocket weapon as a base for the weapon, it will naturally self destruct after a certain time. In XML terms it's called 'selfDestructTimer' and can be changed for those who can XML mod.
+1@FLYGUY101 I don't actually XD I got that from a video made by Robbaz, where he made a flying couch in KSP.
@EternalDarkness Thanks for the tip! I'll try to remember that. Also thanks for the upvote!
@Scorp1a Thank you! I've had practice building these things. ^^
That has got to be the freakiest concept for a flying machine I have ever seen. This thing's also surprisingly somewhat controllable, and rather fun to fly given its quirky mechanics.
If anyone's having trouble selecting attachment nodes here's a tip that might help. I've found that angling the camera to where your click only falls on the node (blue circle) helps. Specifically making sure that it can't highlight the object itself when your trying to select attachment points.
In my experience it helps make sure it doesn't select the first object as your second, also helps in selecting the second object. This may help you specifically @jamesPLANESii
+1"We need to go watch discovery channel, Gold Rush is on!!"
+1@EngineerOtaku Oh I see it now
+1@EngineerOtaku Oh, derp
+1Among many other things the hollow fuselage has done wonders for cockpits! I'm loving what I am seeing with their addition.
+1I'd say focus on building at least one thing before the trophy, maybe two.
@Ariathe I have only seen it twice and not in a row, its appearances were unpredictable.
The closest mod that it looks anything like is the green line from Advanced targeting (when using bombs), however it appeared when I was using a sub that carried no weaponry, and it doesn't exactly explain the other lights.
@ViridiCinis PC, and I'll try that out!
@WaffleCakes Yet it looked too clean and structure to be a glitch, yet due to how stationary it was it couldn't have been a crashed ai plane. Seems more likely to be a glitch between the two, though a very interesting looking one.
@WaffleCakes Possible, it didn't appear to move or anything, just sit there.
Nice build, I like how the wheels turn when you change rotation and elevation, nice attention to detail ^^
@FLYGUY101 Oh! Well thanks for clearing things up then! Also Congratulations! Best of luck in reaching silver.
@FLYGUY101 BEHOLD! The Papa is done.
+1@VerldVarIII During the Cold war, especially the early to mid cold war, Soviet Submarines were classified by NATO using the Military Alphabet. With examples being the Whiskey, Delta, Charlie, Romeo, Sierra, and many others. Only in a few examples such as the Akula, Typhoon, and more recent subs such as the Borei class has NATO not used the military alphabet for classification of Russian Submarines.
@ArcturusAerospace It's a simulation of a VLS system :P, made to accommodate the fact that missiles get completely disabled the moment they touch water in this game. Lets you fire missiles at ships at a certain depth like IRL SSGN's. And hey, the missiles are fired upward, so it's a 'vertical launch' ;)
+2@CRJ900Pilot This would also be a good method of protecting torpedoes, since they also disappear below 60. And no problem!
@CRJ900Pilot
-take a piston, xml mod the range WAY up (1500 in this case),
-Set direction to 'Push'
-Set invert to 'True'
-Go to 'InputController' and set 'Input' to 'Activate7'(make sure activation group is none, also use whatever AG you want here i.e. Activate1)
-Set 'preventBreaking' to true in XML.
-Setting the speed to 20 is recommended, since any higher may cause it to break or yank the sub around.
-Attach a block/fuselage piece to that piston
-Attach your weapon of choice to aforementioned piece
-Set weapons to the AG of the piston (unless you wanna throw realism to the wind and shoot missiles at any depth)
-Select the fuselage/block piece, go to the transform menu and change 'Selected Part' to 'Connected Parts'
-Use this to nudge your weapons up high, enough to allow submerged firing.
-Setting the speed to 20 is recommended, since any higher may cause it to break.
-Finally, put the piston on a spring to keep the piston from yanking your sub up and down between weapon activation, adjust spring as needed.
This seemed so simple before I actually went through explaining it XD. This all is meant to ensure the piston immediately shoots up high when you load in. Pressing the AG will bring it down and activate the weapons.
@WNP78 I think is mod is (somehow) conflicting with the Upload with Screenshots Mod. Ever since I downloaded this I've been having crashes. troubleshooting has found that the crashing stopped once I disabled that mod.
+1@Minecraftpoweer Yea, so in theory keeping them above the water will ensure they function, which is the idea behind the method I'm developing.
@Minecraftpoweer Possibly, luckily there is another work around for building custom cruise missiles seen here. Using a tiny missile to act as propulsion which sits above the water at a certain depth while the main warhead sits inside and is pulled along upon firing.
I plan to use this alongside another simple trick for creating a makeshift 'VLS' system for submarines. Allowing operation of guided missiles above the dreaded 60 feet mark, while keeping them safe when you're diving below that and not using them.
@Minecraftpoweer In my recent experiments I've found that missiles completely deactivate the moment they make contact with water. Even if a detacher can shoot them out of the water, they just fall back in and don't even try to home on the target.
@randomusername I've seen that! And I'm quite impressed. It goes to show what exactly taxes a device when it comes to builds.
+1@ThomasRoderick That is true, I mean look at what randomusername did! But what especially surprises me about this thing is how lite it is! I downloaded and loaded this thing up into the level without trouble and with little to no lag!
@MintLynx Update! The Scinfaxi is being uncancelled! Thanks to This amazing build, I've discovered and learned what was causing me problems and how to make my model workable. It will however be relegated to a side project. But at some point, I will make the Scinfaxi operational!
Only 447 parts??? On a sub that makes the typhoon look like a fishing boat!? Who knew such a thing would ever come to this site, nice job!
+2@XxDannehxX Pffft, it does resemble that little robot doesn't it.
@FLYGUY101 The Papa Class! I made one a while back, though that was when I used the piston method, I'll probably remake it at some point.
@FLYGUY101 Thank you! If you ever have a particular sub you'd like to see, I take requests!
@randomusername I'll keep that in mind, thank you! My usual method of increasing speed involves making the 'blades' of the prop bigger alongside cutting down drag on the nose. But I'll be sure to give that method a shot should a replica pass that once I scale it. The AN-1 I have planned could very well pass that threshold.
+1@FLYGUY101 My methods are generally adapted from other builds I've seen. This submarine in particular has inspired my general method of making subs. Ditching the conventional piston method most others use. The engine itself is based on the engine found in this build. I've also utilized what I've come to know from the physics and mechanics of the game from my 1400+ hours playing this.
+1@FLYGUY101 The 'Ballast' Engines yes, but the main propulsion uses XML modded rotators and wings, a 'spinning wings' kind of engine that works only in the water.
@FLYGUY101 And oh! Must be the underwater camera mod, it's pretty much THE mod for a submarine.
@FLYGUY101 You mean the VTOL engines? They're not even attached, and are meant to stay above water so they can power the Simulated Ballast control. Basically a simulation of how submarines fill a set of special tanks with either water or air to adjust the craft's buoyancy.
@FLYGUY101 Awesome! I'll be sure to check it out.
The Scinfaxi has officially been canceled. Feel free to download the model if you wanna do something with it. Be warned though, it broke my game so do so at your own risk.
Given how annoying the attachment system can sometimes be, the attachment editor alone is a godsend! And the ability to add blueprints is everything Replica builders could ever want! Once more WNP78 blesses the community with his genius!
@Destroyerz117 I happen to have a laptop that can't run those monsters so I'm certainly not going to build something I can't even take to the sea without turning the game to 'SimpleSlideShow', XD
Nice work!
@randomusername Do tell!