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.
@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.
-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.
@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!
@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
That is great for simulating the ballast functionality, and it is what I have been implementing into my upcoming Churchill Class submarine alongside the usual control with planes. Thing about submarines irl is that they use both ballast and diving planes to control their depth. I intend for all subs I make from my Churchill onward to reflect that.
@AerialFighterSnakes I also wish Apple didn't suck :) Luckily I got plenty of time to test this thing in working without underwater Camera during the beta. It works just fine minus the camera annoyance.
@Gameboi14 Named after the letter in the Military Alphabet actually ^^ A lot of russian submarines were named using that, the Echo, Zulu, and Foxtrot being examples. Specifically by NATO
@SuperSix I know that, but didn't know if that refered to traditional xml modding as well. So you're out of luck there, making a sub like this requires the kind of editing XML modding offer. Sorry.
@yoshicraze One more thing, install the underwater camera mod if you haven't already. Not the 'underwater mod' specifically the 'Underwater camera mod' It lets the camera go underwater.
Wonderful idea to use rockets! Great for hitting submerged submarines, though perhaps it could use some sonar to help with target acquisition.
@Kimcotupan15 You're welcome! ^^
Now this is weaponized memes.
That is one heck of an anti ship missile, I love the staging of the boosters!
@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.
I'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.
@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.
@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.
@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.
@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!
@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!
@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!
@Khanskaya I believe so, the craziest thing this uses is a rotator based engine and from a short low physics test it seemed to work just fine.
This is quite the nimble and fun little thing to take to sea. And the way the control surfaces work is quite genius! Fantastic first post!
@Creativit Aaaah I see, gotcha.
@Creativit Oh? I'll check your sub out then. No XML modding aye? Sounds like you made some clever use of the VTOL engine.
@Creativit
That is great for simulating the ballast functionality, and it is what I have been implementing into my upcoming Churchill Class submarine alongside the usual control with planes. Thing about submarines irl is that they use both ballast and diving planes to control their depth. I intend for all subs I make from my Churchill onward to reflect that.
@AerialFighterSnakes I also wish Apple didn't suck :) Luckily I got plenty of time to test this thing in working without underwater Camera during the beta. It works just fine minus the camera annoyance.
@GeneralOliverVonBismarck I'll consider that idea, since I do have the means (overload) to make a detacher do that. Thanks!
@vmf144 Do you have any mods? If you've got Gestour's underwater mod that's the only thing I could think of that could cause your issue.
@vmf144 It's something on your end because I have experienced no issues of the sort, sorry.
@vmf144 Did you spawn it on water? Got any mods? Physics settings?
@Gameboi14 BUT! The letter is obviously named after the alcoholic drink so you are technically indirectly right.
@Gameboi14 Named after the letter in the Military Alphabet actually ^^ A lot of russian submarines were named using that, the Echo, Zulu, and Foxtrot being examples. Specifically by NATO
@SuperSix I know that, but didn't know if that refered to traditional xml modding as well. So you're out of luck there, making a sub like this requires the kind of editing XML modding offer. Sorry.
@SuperSix Not sure that's possible, unless maybe one can xml mod on ios. Unless you refer to the format of the post.
@yoshicraze One more thing, install the underwater camera mod if you haven't already. Not the 'underwater mod' specifically the 'Underwater camera mod' It lets the camera go underwater.