@MarshallLewisAerospace Oh of course! Fun fact it apparently took the introduction of the Alfa class for the United States to update their torpedo arsenal. Best of luck on your Battlecruiser! I'll be sure to check it out once it's finished.
Sorry if I made assumptions then! The teardrop hull isn't a hard one to come up with, someone (oblivious to the fact it was a replica) even accused me of making a 'generic submarine' XD. Looking at it it's not all that derivative given the different conning tower and mostly different control surfaces.
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I was wondering about the torpedoes, they didn't seem like anything I built. I'm quite impressed that you managed to put them together! A couple did manage to slip out, and from my tests on them they worked quite well! Give you didn't have xml modding to fine tune them, those torps are quite the kitbash! Btw if you're wondering why the anti-sub torps were slow it's because the real things were.
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I'll put together some engines for an upload, modify them to input to throttle then upload, those should be of use!
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I took a look at the battlecruiser, and its speed is a bit limited. I noticed you used my steering method in it, which is great for submarines and ships both! You'll wanna up the size of the wings though, that could help it turn better. I look forward to seeing how it comes together!
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One more thing, try putting periods between paragraphs, it's an effective way to space them out.
Not bad so far, though it does seem to be hampered in some ways by elements of the parts used. In particular how the engine you used from my delta is designed for limiting speeds below 30. I think I'll upload a few of the engines I use with the input set to throttle rather than the V<# input I've used. Something for everyone to use :)
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The buoyancy is mostly near neutral, and the pitch and rudder control work well, as does the ballast. I notice that you the fuselage blocks only had 100% buoyancy, so I'm glad you've managed with that! Although it does have some sinking when running at low speeds, so some adjustment could be good. At full speed though it works quite well!
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The torpedoes tend to get stuck on launch though, for another submarine I would suggest finding and saving a fuselage with collisions turned off for use in the bow to prevent this. You could take one of the fuselage pieces off the bow of my skipjack and save it as a subassembly. You could also save one of the main hull pieces for use, since it's scaled up and suitable for large builds.
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I sense that this isn't entirely made from scratch, which is cool by me. Although I would love to see you put a hull together entirely from scratch. That flying boat shows you do have some design sense, so I'd like to see what model you could put together with help the subassemblies my builds could offer! Lemme offer a list of useful subassemblies you should take and save if you haven't already.
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- 1 Normal hull: Has a lotta health, normal weight, and is scaled up enough to be suitable for large builds. Take one of these off the center portions of a hull from my sub. They also have no drag if I recall correctly, which makes the sub faster and less taxing on a device.
- 2 No collision hull: Found on the bow of many of my submarines, used to allow torpedo launch without issues from collisions. Otherwise has the same properties as my normal hull
- 3 Hydroplane: The wings put within the fuselage pieces modeled into stern and bow planes, these are useful for pitch and rudder control. They're in truth very long wings scaled down to a manageable size, giving them a lotta authority.
- 4 Pitch and Rudder Rotators: These are normal except for a high damperMultiplier, which helps prevent wobbling on larger builds.
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I'll upload the engines for you and anyone else to use. So far you've done a good job, if you can make the neutral buoyancy work without mod or even modded parts that's a very good sign :)
@Axartar Rockets can! That's why I use them as the base for many of my Sub based weaponry. I've found that rockets are unaffected by the water, they don't disappear or even slow down. That said, I'm now curious how much damage a hyper magnet could do on its own.
I have my own solutions to this issue, and they generally involve making custom weapons. Using Rockets as a base for torpedoes and missiles, putting bombs on modded pistons that can be lowered while at shallow depths. Making it to where bombs and torpedoes don't disappear underwater would be great nonetheless! I'm sure it's possible, given Rockets are already unaffected by the water,
@MarshallLewisAerospace I normally boost speed by taking drag out of some of the hull parts, increasing the size of the propeller blades (scaling them down so they aren't ungodly huge), and carefully upping the speed of the rotators. All of which use xml though, meaning that's a bit of a tough conundrum for you. One thing you could do is try to increase the range of motion on the rotators which connect to the propeller blades, that might help you get better speed.
@MarshallLewisAerospace I'm perfectly cool with borrowing parts! The engine I use is directly based on the engine from this build after all. I do use gyro's sometimes though mainly to counteract any negative effects on the ballast function that adding custom torpedoes might cause. I also use the gyro on the ballast engine to counteract listing in turns as well.
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Most of the stability of my submarines on the pitch side comes from the neutral buoyancy blocks. Two of them, with one near each end, adjusted to ensure they keep the sub level. I'm pleased to hear you're making progress!
@lastv801 No but I have been doing some work on an AI version of My Foxtrot for use as an ASW target. Having the bowplanes switched from pitch so it doesn't pull up to the surface and having an engine above which keeps it from surfacing (and can be used to set the depth of the sub when spawned).
@MarshallLewisAerospace I'd love to! :D My system is based on replicating the real functions of submarines those are...
.
1)Neutral buoyancy: making the sub's standard buoyancy as close to 'neither sinking nor floating' as possible. Where the buoyancy and gravity cancel eachother out. This is the heart of my submarine's function.
I generally use two fuselage pieces arranged to ensure level buoyancy and use Overload to adjust the value. I then spawn the submarine to see whether it sinks or floats, then I return to builder and adjust accordingly, spawn into level, and repeat until I get the desired result.
.
2)Hydroplanes: Control surfaces on the front and rear of the submarine which are used for pitch control when the sub's in forward motion. (just like the elevators on an airplane).
I generally use rotators pivoting specific fuselage pieces with wings inserted. On a large build like this one I set the wing to have a very high width then scale it down via overload. (wings retain most of their properties even when scaled down).
.
3)Rudder control: Instead of simply using the Yaw power from a Gyro, I use a naturally functioning rudder. In order to ensure the submarine's direction of travel is changed with steering I add a hidden second rudder (wing on rotator) in the front. This creates counteracting forces much like the hydroplanes and thus properly steers the sub.
.
4)Propulsion: I use an engine based on the one used on This submarine, though simplified into one floppy free spinning rotator, holding two infinite rotators, holding a set of rotators arranged in a circle and nudged into eachother which control the pitch of the attached wings (which act as propeller blades).
I've generally upped the length of those wings and scaled them down to size to make propellers that function in the water but not the air.
.
5)'Ballast' Control: I put that in quotes because I don't technically change the buoyancy. Before I used a set of VTOL nozzles mounted on a rotator and powered by a separate floating set of engines for pushing the sub up and down. Now I use a piston-and-wing engine which does that job without fuel or a floating eyesore. The idea is for the engine to act on the neutral buoyancy, adding a force to push the sub up or down.
.
A lot of xml modding goes into the submarine, especially for the more precise touches. Yet I have thought of theories in how those without mods could make submarines the way I do.
@EternalDarkness Ah I see, would you suggest I avoid adding these to future posts then? If so I can certainly do that, and will you want me to do the same for comment shortcuts as well?
@Gameboi14 I got quite the crazy one in mind next, think ballistic missiles, cruise missiles, deck guns, and torpedoes, that's the kind of thing that'll be coming next.
@lastv801 Double upload planned, Barbel class and November class, after that will come the Oscar and Belgorod.
@MarshallLewisAerospace Oh of course! Fun fact it apparently took the introduction of the Alfa class for the United States to update their torpedo arsenal. Best of luck on your Battlecruiser! I'll be sure to check it out once it's finished.
@MarshallLewisAerospace
Sorry if I made assumptions then! The teardrop hull isn't a hard one to come up with, someone (oblivious to the fact it was a replica) even accused me of making a 'generic submarine' XD. Looking at it it's not all that derivative given the different conning tower and mostly different control surfaces.
.
I was wondering about the torpedoes, they didn't seem like anything I built. I'm quite impressed that you managed to put them together! A couple did manage to slip out, and from my tests on them they worked quite well! Give you didn't have xml modding to fine tune them, those torps are quite the kitbash! Btw if you're wondering why the anti-sub torps were slow it's because the real things were.
.
I'll put together some engines for an upload, modify them to input to throttle then upload, those should be of use!
.
I took a look at the battlecruiser, and its speed is a bit limited. I noticed you used my steering method in it, which is great for submarines and ships both! You'll wanna up the size of the wings though, that could help it turn better. I look forward to seeing how it comes together!
.
One more thing, try putting periods between paragraphs, it's an effective way to space them out.
@sheepsblood Check on my profile! Down at the bottom are links to a few different weapons that could be of use for you.
Not bad so far, though it does seem to be hampered in some ways by elements of the parts used. In particular how the engine you used from my delta is designed for limiting speeds below 30. I think I'll upload a few of the engines I use with the input set to throttle rather than the V<# input I've used. Something for everyone to use :)
.
The buoyancy is mostly near neutral, and the pitch and rudder control work well, as does the ballast. I notice that you the fuselage blocks only had 100% buoyancy, so I'm glad you've managed with that! Although it does have some sinking when running at low speeds, so some adjustment could be good. At full speed though it works quite well!
.
The torpedoes tend to get stuck on launch though, for another submarine I would suggest finding and saving a fuselage with collisions turned off for use in the bow to prevent this. You could take one of the fuselage pieces off the bow of my skipjack and save it as a subassembly. You could also save one of the main hull pieces for use, since it's scaled up and suitable for large builds.
.
I sense that this isn't entirely made from scratch, which is cool by me. Although I would love to see you put a hull together entirely from scratch. That flying boat shows you do have some design sense, so I'd like to see what model you could put together with help the subassemblies my builds could offer! Lemme offer a list of useful subassemblies you should take and save if you haven't already.
.
- 1 Normal hull: Has a lotta health, normal weight, and is scaled up enough to be suitable for large builds. Take one of these off the center portions of a hull from my sub. They also have no drag if I recall correctly, which makes the sub faster and less taxing on a device.
- 2 No collision hull: Found on the bow of many of my submarines, used to allow torpedo launch without issues from collisions. Otherwise has the same properties as my normal hull
- 3 Hydroplane: The wings put within the fuselage pieces modeled into stern and bow planes, these are useful for pitch and rudder control. They're in truth very long wings scaled down to a manageable size, giving them a lotta authority.
- 4 Pitch and Rudder Rotators: These are normal except for a high damperMultiplier, which helps prevent wobbling on larger builds.
.
I'll upload the engines for you and anyone else to use. So far you've done a good job, if you can make the neutral buoyancy work without mod or even modded parts that's a very good sign :)
@Axartar I'll give that a try then!
@Axartar Rockets can! That's why I use them as the base for many of my Sub based weaponry. I've found that rockets are unaffected by the water, they don't disappear or even slow down. That said, I'm now curious how much damage a hyper magnet could do on its own.
I have my own solutions to this issue, and they generally involve making custom weapons. Using Rockets as a base for torpedoes and missiles, putting bombs on modded pistons that can be lowered while at shallow depths. Making it to where bombs and torpedoes don't disappear underwater would be great nonetheless! I'm sure it's possible, given Rockets are already unaffected by the water,
@MarshallLewisAerospace I normally boost speed by taking drag out of some of the hull parts, increasing the size of the propeller blades (scaling them down so they aren't ungodly huge), and carefully upping the speed of the rotators. All of which use xml though, meaning that's a bit of a tough conundrum for you. One thing you could do is try to increase the range of motion on the rotators which connect to the propeller blades, that might help you get better speed.
@MarshallLewisAerospace I'm perfectly cool with borrowing parts! The engine I use is directly based on the engine from this build after all. I do use gyro's sometimes though mainly to counteract any negative effects on the ballast function that adding custom torpedoes might cause. I also use the gyro on the ballast engine to counteract listing in turns as well.
.
Most of the stability of my submarines on the pitch side comes from the neutral buoyancy blocks. Two of them, with one near each end, adjusted to ensure they keep the sub level. I'm pleased to hear you're making progress!
@Jerba At some point I might.
OOooooo those crashes from FishMiner, I suspect he didn't have a joystick, and thus couldn't handle the bike as gracefully as you.
Surprise @lastv801! I uploaded it today! :D
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@lastv801 If things go well should be this week, given how well the Delta did on a Wednesday night I might get it done in time to upload then. :)
@Nuclearbomber36 Seems you're catching onto my thinking :)
@Nuclearbomber36 Thinking I might go for it in the interest of making it with a Poseidon torpedo.
@Nuclearbomber36 I'll consider adding that to the list, see if I can find some good blueprints/ref pics
@metallicplanes It's at the bottom of the specifications section.
@lastv801 Most likely soon, whenever I feel it's ready to release. I've already tested it as a target for an ASW helicoptor armed with depth charges.
@lastv801 No but I have been doing some work on an AI version of My Foxtrot for use as an ASW target. Having the bowplanes switched from pitch so it doesn't pull up to the surface and having an engine above which keeps it from surfacing (and can be used to set the depth of the sub when spawned).
@FoxtrotBeta Now that could be an intereresting idea, I'll consider adding it to the requests.
@Nuclearbomber36 Unmodded version is posted and linked in the description here.
@Nuclearbomber36 I could make the 'Freedom Torpedo' Export variant then.
@toxicgamer88 @Nuclearbomber36
@MarshallLewisAerospace I'd love to! :D My system is based on replicating the real functions of submarines those are...
.
1)Neutral buoyancy: making the sub's standard buoyancy as close to 'neither sinking nor floating' as possible. Where the buoyancy and gravity cancel eachother out. This is the heart of my submarine's function.
I generally use two fuselage pieces arranged to ensure level buoyancy and use Overload to adjust the value. I then spawn the submarine to see whether it sinks or floats, then I return to builder and adjust accordingly, spawn into level, and repeat until I get the desired result.
.
2)Hydroplanes: Control surfaces on the front and rear of the submarine which are used for pitch control when the sub's in forward motion. (just like the elevators on an airplane).
I generally use rotators pivoting specific fuselage pieces with wings inserted. On a large build like this one I set the wing to have a very high width then scale it down via overload. (wings retain most of their properties even when scaled down).
.
3)Rudder control: Instead of simply using the Yaw power from a Gyro, I use a naturally functioning rudder. In order to ensure the submarine's direction of travel is changed with steering I add a hidden second rudder (wing on rotator) in the front. This creates counteracting forces much like the hydroplanes and thus properly steers the sub.
.
4)Propulsion: I use an engine based on the one used on This submarine, though simplified into one floppy free spinning rotator, holding two infinite rotators, holding a set of rotators arranged in a circle and nudged into eachother which control the pitch of the attached wings (which act as propeller blades).
I've generally upped the length of those wings and scaled them down to size to make propellers that function in the water but not the air.
.
5)'Ballast' Control: I put that in quotes because I don't technically change the buoyancy. Before I used a set of VTOL nozzles mounted on a rotator and powered by a separate floating set of engines for pushing the sub up and down. Now I use a piston-and-wing engine which does that job without fuel or a floating eyesore. The idea is for the engine to act on the neutral buoyancy, adding a force to push the sub up or down.
.
A lot of xml modding goes into the submarine, especially for the more precise touches. Yet I have thought of theories in how those without mods could make submarines the way I do.
@EternalDarkness Got it, I'll exclude the upvote link from my descriptions from here on then, thanks for letting me know!
@EternalDarkness Ah I see, would you suggest I avoid adding these to future posts then? If so I can certainly do that, and will you want me to do the same for comment shortcuts as well?
@lastv801 That's the plan!
@EternalDarkness You mean the upvote shortcut in the description? Has it been getting abused?
@Gameboi14 I'll tag you then.
@Gameboi14 I got quite the crazy one in mind next, think ballistic missiles, cruise missiles, deck guns, and torpedoes, that's the kind of thing that'll be coming next.
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@toxicgamer88 T'is what I've been doing! I'll probably make the conventionally armed 'Freedom Torpedo' Variant as well for mobile peeps.
@JediWolf I think my Mark 48 can in theory do that, given it's manually guided.
@Nuclearbomber36 I've thought of making one, sure. Funny enough I think that's the first time I've gotten a standalone weapon request.
@Nuclearbomber36 One of the craziest methods devised for killing submarines, something only the Cold War could bring.
@Nuclearbomber36 Whatcha want an ASTOR or something?
@FlyingHueman Thanks for the info! And for the compliments.
@TheMitsuboshiBoi This post is a week old, I'll add the link to the skipjack in the next update post.
@Nuclearbomber36 Oh? They got it built? Learned about it when I read up on the Riachuelo, cool to hear!
200-300 mph and not even on 10% throttle???
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@TheMitsuboshiBoi Maybe, though I would suggest hitting the brakes on your requests. I wanna let other people come along and pitch their ideas.
@lastv801 Also, little tip to make links clickable ------> [Put any text you want here](put your link here).
@lastv801 Lucky you that's part of my main list! In lieu of your request I might do it sooner than scheduled ;).
@TheMitsuboshiBoi Maybe at some point in the future.
@BurkeEnterprise I could add that to my requests sure, and thank you!
@Nuclearbomber36 That's what I'm going to do ^^ I am going to make the missiles, as a special feature for the build.
@Nuclearbomber36 Got some plans to make an RPK-2 Anti Submarine Missile to equip it with! I always love an excuse to build a new weapon.