@Notaperson Already possible to make this a subassembly, simply pull the cockpit off and drag the launcher to the 'save as subassembly' tab. As for one on a plane I may one day start building nuclear weapon replicas, be a good new thing to add to my roster of builds!
Since you can set the caliber as high as you want, scale it down to a smaller size without affecting the shell size, and set the lifetime to 0....you can make nukes!
Tearing off the pieces of an RPK-1 Launching system with its weapons and strapping it to a MIG-15. This is the height of Russian design after too much vodka.
@Nuclearbomber36 If not you can use Overload, find the cannon parts and reduce their calibur, that could make the explosion more manageable for your phone.
@Nuclearbomber36 No surprise there, try launching the rocket as far as possible and your phone may be able to survive it. Also I'm impressed it's only a 'little' laggy for you @Mustang51 You must have quite the phone.
@CruzerBlade With this weapon I didn't, just wiped them out in one shot. However with a similar weapon using oversized cannon shells I managed to make the ships of both the beast and sky park navy go full Deja Vu! Speeding off at supersonic speeds, doing high speed donuts, even flying!
Not bad, you made all the doors open and added waterproof cleavers. I see what you tried to do with the detatchers, giving the missiles behavior akin to actual ballistic missiles. It does make it a bit hard to hit the ships due to the limited maneuverability of the cleavers, but still a cool modification!
@Mattangi2 Based on my tests it appears to prevent parts from exploding upon impact. Impact meaning impact with the ground and ship launched missiles. It doesn't offer complete protection from flak, and provides no protection from missiles launched from player made craft. The body of a craft does tend to remain intact after the cockpit gets blown off by those weapons however (assuming all parts are set to none).
To my knowledge Buoyancy cannot be linked to any control axis. That said, neutral bouyancy is possible. Set your bouyancy to where the craft doesn't sink or float, add some vertically arranged engines (whether they be vtol nozzles linked to a floating engine or rotator-and-wing engines) and you have ballast control! That's what I do with my submarines.
Turning is still slow, but it's much better than before and quite fitting for a lumbering warship. The Turrets work as they should, and dang is there a lot of them. Not for lesser devices though because good golly did it lag, not on the level of SimpleSlideShow but a good amount. Once overload is made universal one thing I would suggest is using mostly parts without drag, as it can go a long way to reducing lag!
@MarshallLewisAerospace Modified is the proper term, given you built the turret and it was pretty simple for me to modify :) This looks quite nice! I'll download and check it out in the morning.
@MarshallLewisAerospace I'll consider, though you might find it worth the wait to try it out yourself, the guns are awesome! That said I could help with making the turrets work. I do look forward to seeing what you might do once the update is properly out!
@sheepsblood I've found that generating neutral buoyancy with precisely adjusted fuselage blocks (whether through xml modding or simply changing their size) is the best and most realistic way to replicate submarine function. I do that for all my subs! It allows for realistic pitch control through bowplanes, ballast control simulation through vertical engines, a method that overall more directly replicates the function of submarines!
A pretty nicely built free diver. I noticed that it has a jet engine which can stick out from the water via a mast and boost speed, a bit like running a diesel engine via snorkeling. That's an interesting feature!
It could use a little more positive ballast to help make pitch control work a bit better, but overall this works quite well! Launches the Granit Missiles without a hitch, and overall makes good use of the parts from my Oscar. Also, description! Always type down how your build works in there.
@sheepsblood I can say that a gun engine will work well underwater, since they're my primary method of getting SLBM's out of the water for submerged launching. Also I get the sense that your detatcher method is an attempt to replicate 'blowing ballast'.
@MarshallLewisAerospace I could make a simple gun mount with rotation, elevation, and the basic components for a recoil gun. What Rate of fire are you looking for exactly?
@TrislandianAlliance Cool! And a couple ways to make your submarine more shallow friendly. For starters us X-planes for the rear control surfaces/fins (like those on my Gotland). Secondly I would suggest attempting to use smaller propeller blades in greater quantity (up to 7 if you wanna be realistic). Both these can make for a sub that'll handle shallow waters better.
Interesting functionality here, I notice that it has functional control surfaces allowing for full pitch alongside an engine setup for free diving. Has a bit too much positive buoyancy though which does make it hard to dive. A more optimized buoyancy would make this thing work pretty well since it does seem to have the other components of a good free diving sub!
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Also, you should ALWAYS have a full description detailing how your sub works and all its features, to let people know how it all works and display all your build has to offer!
@taisakun A Submarine building guide is in order. I might try to make one soon, I have an older one though it's a bit dated and I've improved since then so I'll make a new one.
@MontyPython This is armed as it likely would be around the time it was introduced in the late 1950's and 1960's. The 48 was introduced much later in the 70's, the ADCAP variant even later.
That's quite an interesting mechanism for converting car engine power into usable powered rotation. Been conceptualizing a 'Diesel Electric' power system that involves switchable rotator and engine power for a bit of time. I might experiment with this kind of mechanism, see of I can make it work for a marine propeller!
@Notaperson Already possible to make this a subassembly, simply pull the cockpit off and drag the launcher to the 'save as subassembly' tab. As for one on a plane I may one day start building nuclear weapon replicas, be a good new thing to add to my roster of builds!
Immaculate livery and details, smooth and agile in flight.
Since you can set the caliber as high as you want, scale it down to a smaller size without affecting the shell size, and set the lifetime to 0....you can make nukes!
@nameisalreadytaken Interesting!
@DimitriIqbal91 Go on ahead! Just be wary because you can quite easily make something that'll crash your device.
Tearing off the pieces of an RPK-1 Launching system with its weapons and strapping it to a MIG-15. This is the height of Russian design after too much vodka.
@MarshallLewisAerospace Oh sweet!
@Nuclearbomber36 If not you can use Overload, find the cannon parts and reduce their calibur, that could make the explosion more manageable for your phone.
@Nuclearbomber36 No surprise there, try launching the rocket as far as possible and your phone may be able to survive it. Also I'm impressed it's only a 'little' laggy for you @Mustang51 You must have quite the phone.
@Nuclearbomber36 What do you mean?
@Nuclearbomber36 I'll do so now, it's basically finished and functional, and part of a bigger project too.
@CruzerBlade With this weapon I didn't, just wiped them out in one shot. However with a similar weapon using oversized cannon shells I managed to make the ships of both the beast and sky park navy go full Deja Vu! Speeding off at supersonic speeds, doing high speed donuts, even flying!
@engineer40k Good idea, I didn't quite recreate the horseshoe shape of the turret and rocket arrangement, so perhaps you could do that detail better!
This Mod
@GrunderInds Finetuner, specifically the 'Multi Select' function. As of 1.9 it's now bundled with every version of the game, including mobile!
Wing Flappy Gun Shooty boi
Not bad, you made all the doors open and added waterproof cleavers. I see what you tried to do with the detatchers, giving the missiles behavior akin to actual ballistic missiles. It does make it a bit hard to hit the ships due to the limited maneuverability of the cleavers, but still a cool modification!
@Mattangi2 Based on my tests it appears to prevent parts from exploding upon impact. Impact meaning impact with the ground and ship launched missiles. It doesn't offer complete protection from flak, and provides no protection from missiles launched from player made craft. The body of a craft does tend to remain intact after the cockpit gets blown off by those weapons however (assuming all parts are set to none).
To my knowledge Buoyancy cannot be linked to any control axis. That said, neutral bouyancy is possible. Set your bouyancy to where the craft doesn't sink or float, add some vertically arranged engines (whether they be vtol nozzles linked to a floating engine or rotator-and-wing engines) and you have ballast control! That's what I do with my submarines.
Turning is still slow, but it's much better than before and quite fitting for a lumbering warship. The Turrets work as they should, and dang is there a lot of them. Not for lesser devices though because good golly did it lag, not on the level of SimpleSlideShow but a good amount. Once overload is made universal one thing I would suggest is using mostly parts without drag, as it can go a long way to reducing lag!
@UFNNICF5TF I could do that at some point soon. Might go for a bit more detail on it given the overall body shape is so simple.
@MarshallLewisAerospace Modified is the proper term, given you built the turret and it was pretty simple for me to modify :) This looks quite nice! I'll download and check it out in the morning.
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Now this is an impressive use of the new Funky Tree! And a very fun and easy to fly craft as well!
@typeZERO Here's a blueprint you can use. Perhaps you could one up me by adding more detail to yours!
@typeZERO No issues for me! I'd love to see how you'd do it! :D
@MarshallLewisAerospace I'll consider, though you might find it worth the wait to try it out yourself, the guns are awesome! That said I could help with making the turrets work. I do look forward to seeing what you might do once the update is properly out!
@MarshallLewisAerospace Have you seen the post for 1.9 beta? It comes with a cannon that's great for tanks and ships alike!
@sheepsblood I've found that generating neutral buoyancy with precisely adjusted fuselage blocks (whether through xml modding or simply changing their size) is the best and most realistic way to replicate submarine function. I do that for all my subs! It allows for realistic pitch control through bowplanes, ballast control simulation through vertical engines, a method that overall more directly replicates the function of submarines!
A pretty nicely built free diver. I noticed that it has a jet engine which can stick out from the water via a mast and boost speed, a bit like running a diesel engine via snorkeling. That's an interesting feature!
It could use a little more positive ballast to help make pitch control work a bit better, but overall this works quite well! Launches the Granit Missiles without a hitch, and overall makes good use of the parts from my Oscar. Also, description! Always type down how your build works in there.
@TheMitsuboshiBoi Belgorod's out now, and I've already gotten started on the Halibut, so I might get started on the Typhoon soon enough.
@BurkeEnterprise Really? The measurement shown on Wikipedia must have been for the Oscar 1 then.
@TheMitsuboshiBoi After the Belgorod and Halibut
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@sheepsblood I can say that a gun engine will work well underwater, since they're my primary method of getting SLBM's out of the water for submerged launching. Also I get the sense that your detatcher method is an attempt to replicate 'blowing ballast'.
@MarshallLewisAerospace I could make a simple gun mount with rotation, elevation, and the basic components for a recoil gun. What Rate of fire are you looking for exactly?
@MarshallLewisAerospace Perhaps I could, whatcha got in mind?
@TrislandianAlliance Cool! And a couple ways to make your submarine more shallow friendly. For starters us X-planes for the rear control surfaces/fins (like those on my Gotland). Secondly I would suggest attempting to use smaller propeller blades in greater quantity (up to 7 if you wanna be realistic). Both these can make for a sub that'll handle shallow waters better.
@BurkeEnterprise That would be handy! Always great to try and present what you know to the community!
Interesting functionality here, I notice that it has functional control surfaces allowing for full pitch alongside an engine setup for free diving. Has a bit too much positive buoyancy though which does make it hard to dive. A more optimized buoyancy would make this thing work pretty well since it does seem to have the other components of a good free diving sub!
.
Also, you should ALWAYS have a full description detailing how your sub works and all its features, to let people know how it all works and display all your build has to offer!
@taisakun A Submarine building guide is in order. I might try to make one soon, I have an older one though it's a bit dated and I've improved since then so I'll make a new one.
Already did.
@BurkeEnterprise Awesome!
@BurkeEnterprise I think they're around X4, with their size set to 5 on each side so I think These could work for you!
@MontyPython This is armed as it likely would be around the time it was introduced in the late 1950's and 1960's. The 48 was introduced much later in the 70's, the ADCAP variant even later.
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@TheMitsuboshiBoi No thanks, it's literally just the Yangtze model but shorter.
That's quite an interesting mechanism for converting car engine power into usable powered rotation. Been conceptualizing a 'Diesel Electric' power system that involves switchable rotator and engine power for a bit of time. I might experiment with this kind of mechanism, see of I can make it work for a marine propeller!
@Mustang51 No problem!