Hello there, I've recently tried to solve the same problem, and found a solution when trying to make a launch sequence that's controlled by none but myself. The only downside is that you need atleast two units of ordnance and a detacher per each munition unit. I'll post it soon.
Greetings! Have you considered making something relatively small and simple, perhaps an ATGM with a PLOS guidance such as FGM-172? And since we'll be mostly using it from our aircraft, there's no real need for top-attack trajectory and lofting, and even terrain avoidance can be omitted as well.
The line between a "Missile" and an "Unmanned Aerial Vehicle" is quite blurry. I came to think that this thing may be classified as a rocket-powered air defence drone rather than a missile, since it's reusable.
Author, please don't stop and make more such things. Weird Aircraft Matter! I actually think that ability of making such stuff is one of the main appealing features of this game.
Huh , i think you should've given it a deadline of several months due to multiple reasons. Since the design of a stealthy aircraft requires panelling, the fuselage slicing is much less helpful compared to a normal, non-stealthy creations. And it also requires a fancy internal bays for weaponry and landing gear, and a some funky equations for flight control, thus that kind of airplane can face long delays much like their real-life counterparts, albeit still a bit shorter. As you probably see, all the creations of the participants look rushed. My own Tempest took me a lot of time, and it still lacks some features i'd want to implement.
@BoiExist This construction of mine capitalises on a bug-turned-feature that is enacted by uing a certain arrangement of munitions and a detacher. In the missile's AG there should be -Fireweapons, so those munitions could be dropped in a semi-auto mode. If there's no such thing in the AG, then they all will just drop simultaneously no matter how smoothly you press your fireweapons button.
@Kelvinusher Here's my answer
When you launch the missile, the detacher disconnects everything that has been connected to it's upper end, thus freeing the rotators to unfold the wings and tail. The good side of it - you don't need ammo-based funky inputs. But there's also downsides: first, the base game doesn't respects that connection, so those connections will be lost if you mirror the missile, so you'll have to connect them again - as you see, I left the rotators to be exposed; second - this know-how might cease to work properly, if the aircraft has too much parts for your device: for my old and frail laptop the limit is somewhere near 600 parts, for you this limit will be higher. In case of that bug, the missile launches correctly, but detacher "forgets" to "free" the rotators, otherwise it's still fine to use. Also, the small rotators seem to be a bit more reliable for that compared to a hinges.
1-use plane with less parts/reduce the number of bomb racks on your plane.
2-If your money are not a concern for you, buy'n'try more powerful computer/smartphone.
3-try to ventilate your room to provide a bit cooler environment for your computer/smartphone,
@CorporalWojak Oh, violent roll when banking... I seen the same bug when trying to modify a Chinook. Also, would you pleae tell me which Helis are better with modifications?
@Planemodder1911 I almost didn't do "xml mods" here. This construction of mine capitalises on a bug-turned-feature that is enacted by uing a certain arrangement of munitions and a detacher. In the missile's AG there should be -Fireweapons, so those munitions could be dropped in a semi-auto mode. If there's no such thing in the AG, then they all will just drop simultaneously no matter how smoothly you press your fireweapons button.
@BENZAHEER Why would you want to use it as an air-to-air weapon instead of it's actual purpose? There is a plenty of actual and functional air-to-air missiles!
But unlike rocket pod, the singular rocket has a changeable burn timer and weight, through which you can affect it's ballistics. Also, you can use it as a rudimentary mean of propulsion that has an unchangeable thrust of 500kgf per rocket, can't be turned off until burnout, smokes until destruction, but is independent from air and fuel tanks, and also has instant response(that was handy before introduction of ThrottleResponse to jets). For example, the BogdanX used them as droppable take-off boosters in his Tu-14. I used them as starting boosters for Brimstone ATGMs in my Tempest.
(Damn, the mighty BogdanX got deleted with all his planes, WTF!?)
Damn, I think we need some sort of an automatic generator of fly-by-funky-trees code for corresponding parts that does not need much funky knowledge.
Imagine when you open that generator window, then just type in some various needed properties and desired specifications, then click "Generate flight controls", and voila, yer plane, whether stable or not, has a fly-by-funky system that makes the aircraft to fly as you want it to fly... I think it should have authority over part-specific properties of all the rotators, such as range of motion, speed and the dampermultiplier.
Greetings! I apologise for an unrelated comment, but would you please help me with a variant of your Funky Missile which uses fast-response thrust vectoring for better maneurability? I'll tag you at unlisted build.
@waylaymythz I dropped them from Viggen and wings deployed successfully. That Viggen had 718 parts when combined with 2 bomb racks. When I dropped them from a plane with a noticeably higher part count, namely the Daslan Delta, they failed to deploy. So, either use something with less parts or use a laptop/PC If you don't do this already.
I found a fitting music to this thing, Meteor-Letum
Also, you would be dead BEFORE hearing the BRRRRRRRT, since the shells are supersonic. If you hear the BRRRRRRRT, then you're not the target.
Greetings!
How can i save the entire missile along with it's flight computer into a single subassembly? For now I only know how to save the missile and the flight computer separately.
This application requires Java Runtime Environment.
I think it would be good of you to provide an instruction about how to "mate" the Java program with this tool of yours. Googling doesn't really help here due to understandable reasons.
Greetings!
I think that new name sounds somewhat bland, and suggest you to choose another new name or just leave the old one. I have some suggestions if you'll ask.
Also, would you please pin the comment where you tell that you'll give more attention to SP?
Someone will eventually make a girls'n'women from Chainsaw Man in there... If I only would be as skilled with funkies as you, I would probably make a Miyamoto Musashi from Vagabond.
@Mantha Yeah, 5k performance points made of 1138 parts and multiple funky equations which make it fly great. If you're playing from a smartphone and the said phone does not keep up, I'd rather suggest you to try it on your PC/Laptop, in most cases they have more processing power.
I think we rather need some fixes and additional procedural properties for present weaponry as well. For example:
Add powermultiplier or a maxforwardthrustforce to an unguided rocket, so we could scale'n'change the thrust of it without using a lot of them. For now it is 500kgf, and cannot be changed. Also, make it stop smoking after it's designated burn timer expires. For now, the rocket smokes until it's destruction, regardless of it's burn timer. Also, an ExplosionScale for it would be a nice thing as well.
Make Guns and Cannons to be able to fire from the Input Controllers.
Give a changeable number of barrels to a gatling gun, so we could change it like we change it like we change a number of blades on our propellers.
Add atleast some way to change the firing sounds of those guns.
Maybe add an additional independent explosion damage multiplier for cannons that use explosive shell to simulate a Blast-Frag/HE shells, that have a low damage but high damage radius. Current "explosionScalar" cannot increase damage radius without increasing damage.
Add an ExhaustScale to our missiles.
Add an opportunity for a missiles to track'n'steer for some time even after engine stopped burning. Maybe call that property "maxTrackingTime" and even make it independent from "maxFuelTime" if specified.
Add some countermeasure-proofness multiplier for guided missiles, when a missile requires a certain amounts of chaff/flares and an aggressive-enough maneuver of it's target to be fooled.
Add an opportunity to select a dropped/launched enemy ordnance as a target like Ice Base Lasers do.
I also have a more complex proposition on how to add a procedural missile with some external, appearance-related procedural properties that allow to imitate the appearance and behavior of most IRL missiles(and some guided bombs) in a single-part package, which I'll post sometime later.
Hello there, I've recently tried to solve the same problem, and found a solution when trying to make a launch sequence that's controlled by none but myself. The only downside is that you need atleast two units of ordnance and a detacher per each munition unit. I'll post it soon.
Greetings! Have you considered making something relatively small and simple, perhaps an ATGM with a PLOS guidance such as FGM-172? And since we'll be mostly using it from our aircraft, there's no real need for top-attack trajectory and lofting, and even terrain avoidance can be omitted as well.
This plane is perfect for those who like their F-16s but still want a much bigger plane. Upvote.
+1The line between a "Missile" and an "Unmanned Aerial Vehicle" is quite blurry. I came to think that this thing may be classified as a rocket-powered air defence drone rather than a missile, since it's reusable.
+1@SleepyKitty It's a J-20 and Su-33 hybrid. Also more people should've seen this one, it's a pity author didn't tagged this creation.
Looks like a small and affordable stealth jet that would cost like 1/2 of an F-35.
Now that's what you call a "flying tank".
@SPWithLizzie Who is Serj?
Author, please don't stop and make more such things. Weird Aircraft Matter! I actually think that ability of making such stuff is one of the main appealing features of this game.
+1Hi. Don't you think these missiles are a bit MARASMatic?
Huh , i think you should've given it a deadline of several months due to multiple reasons. Since the design of a stealthy aircraft requires panelling, the fuselage slicing is much less helpful compared to a normal, non-stealthy creations. And it also requires a fancy internal bays for weaponry and landing gear, and a some funky equations for flight control, thus that kind of airplane can face long delays much like their real-life counterparts, albeit still a bit shorter. As you probably see, all the creations of the participants look rushed. My own Tempest took me a lot of time, and it still lacks some features i'd want to implement.
Dear developers, thank you for for this labor of yours! I'll check it all out as soon as possible.
+4@BoiExist This construction of mine capitalises on a bug-turned-feature that is enacted by uing a certain arrangement of munitions and a detacher. In the missile's AG there should be -Fireweapons, so those munitions could be dropped in a semi-auto mode. If there's no such thing in the AG, then they all will just drop simultaneously no matter how smoothly you press your fireweapons button.
@Kelvinusher Here's my answer
When you launch the missile, the detacher disconnects everything that has been connected to it's upper end, thus freeing the rotators to unfold the wings and tail. The good side of it - you don't need ammo-based funky inputs. But there's also downsides: first, the base game doesn't respects that connection, so those connections will be lost if you mirror the missile, so you'll have to connect them again - as you see, I left the rotators to be exposed; second - this know-how might cease to work properly, if the aircraft has too much parts for your device: for my old and frail laptop the limit is somewhere near 600 parts, for you this limit will be higher. In case of that bug, the missile launches correctly, but detacher "forgets" to "free" the rotators, otherwise it's still fine to use. Also, the small rotators seem to be a bit more reliable for that compared to a hinges.
1-use plane with less parts/reduce the number of bomb racks on your plane.
2-If your money are not a concern for you, buy'n'try more powerful computer/smartphone.
3-try to ventilate your room to provide a bit cooler environment for your computer/smartphone,
@tarikGR Um, you want to strap this under U-2 plane?
+1@CorporalWojak Oh, violent roll when banking... I seen the same bug when trying to modify a Chinook. Also, would you pleae tell me which Helis are better with modifications?
@Planemodder1911 I almost didn't do "xml mods" here. This construction of mine capitalises on a bug-turned-feature that is enacted by uing a certain arrangement of munitions and a detacher. In the missile's AG there should be -Fireweapons, so those munitions could be dropped in a semi-auto mode. If there's no such thing in the AG, then they all will just drop simultaneously no matter how smoothly you press your fireweapons button.
@BENZAHEER Why would you want to use it as an air-to-air weapon instead of it's actual purpose? There is a plenty of actual and functional air-to-air missiles!
Hmm, i see my JASSM here...
Which is good.
COCONUT DOGGY!
+1If the Project Wingman had a Tu-22M3...
But unlike rocket pod, the singular rocket has a changeable burn timer and weight, through which you can affect it's ballistics. Also, you can use it as a rudimentary mean of propulsion that has an unchangeable thrust of 500kgf per rocket, can't be turned off until burnout, smokes until destruction, but is independent from air and fuel tanks, and also has instant response(that was handy before introduction of ThrottleResponse to jets). For example, the BogdanX used them as droppable take-off boosters in his Tu-14. I used them as starting boosters for Brimstone ATGMs in my Tempest.
+2(Damn, the mighty BogdanX got deleted with all his planes, WTF!?)
Damn, I think we need some sort of an automatic generator of fly-by-funky-trees code for corresponding parts that does not need much funky knowledge.
Imagine when you open that generator window, then just type in some various needed properties and desired specifications, then click "Generate flight controls", and voila, yer plane, whether stable or not, has a fly-by-funky system that makes the aircraft to fly as you want it to fly... I think it should have authority over part-specific properties of all the rotators, such as range of motion, speed and the dampermultiplier.
♂️FISTING♂️ IS THREE HUNDRED ♂️BUCKS♂️
+1That's how we shall have Genshin without gacha mechanics.
+1Greetings! I apologise for an unrelated comment, but would you please help me with a variant of your Funky Missile which uses fast-response thrust vectoring for better maneurability? I'll tag you at unlisted build.
+1@waylaymythz I dropped them from Viggen and wings deployed successfully. That Viggen had 718 parts when combined with 2 bomb racks. When I dropped them from a plane with a noticeably higher part count, namely the Daslan Delta, they failed to deploy. So, either use something with less parts or use a laptop/PC If you don't do this already.
@GuyFolk I strongly recommend you to use this on your F-35!
I found a fitting music to this thing, Meteor-Letum
+2Also, you would be dead BEFORE hearing the BRRRRRRRT, since the shells are supersonic. If you hear the BRRRRRRRT, then you're not the target.
Greetings again! I just remembered that I have a subassembly of an easy-to-use GBU-53 on a BRU-61 quad-rack. I'll give a link here soon...
Yay, that huge Boeing with fancy mouth from meme!
+1@BaconAircraft Ah, I also made a variant of this that is fires by FireWeapons without activationgroups.
Greetings!
How can i save the entire missile along with it's flight computer into a single subassembly? For now I only know how to save the missile and the flight computer separately.
Wait, that's an AGM-65 Maverick! Kh-29 is rather different in both appearance and size.
This application requires Java Runtime Environment.
+1I think it would be good of you to provide an instruction about how to "mate" the Java program with this tool of yours. Googling doesn't really help here due to understandable reasons.
Hello, fellow Tempest Maker!
I suggest everyone to listen Meteor - Blue Thunder when flying this thing.
+2Ah, that's the second one I think... BricePianist's is the first one there, Mine is third, Sonsofthemoth's is the fourth.
Yay, another cool Tempest. Short time ago we had a shortage of them while having a plethora of mighty Su-57s and F-22s.
+1@RX9115S Yes, I do mind.
+1JUST DO IT!
@DydroriumGalacticc Well, he said they'll do SP in this year, but didn't pin the comment.
@Aarav Then wait a bit please, I'll try to make a more specific proposal...
Greetings!
+3I think that new name sounds somewhat bland, and suggest you to choose another new name or just leave the old one. I have some suggestions if you'll ask.
Also, would you please pin the comment where you tell that you'll give more attention to SP?
@Aarav Just tell me if you reject my proposal, I'll understand.
@Mantha Then Greetings, my brother or sister in misfortune!
+1Someone will eventually make a girls'n'women from Chainsaw Man in there... If I only would be as skilled with funkies as you, I would probably make a Miyamoto Musashi from Vagabond.
+1@skeletron0prime Hey, it seems to me you're drunk.
@Mantha Yeah, 5k performance points made of 1138 parts and multiple funky equations which make it fly great. If you're playing from a smartphone and the said phone does not keep up, I'd rather suggest you to try it on your PC/Laptop, in most cases they have more processing power.
I'm in!
I think we rather need some fixes and additional procedural properties for present weaponry as well. For example:
+5Add powermultiplier or a maxforwardthrustforce to an unguided rocket, so we could scale'n'change the thrust of it without using a lot of them. For now it is 500kgf, and cannot be changed. Also, make it stop smoking after it's designated burn timer expires. For now, the rocket smokes until it's destruction, regardless of it's burn timer. Also, an ExplosionScale for it would be a nice thing as well.
Make Guns and Cannons to be able to fire from the Input Controllers.
Give a changeable number of barrels to a gatling gun, so we could change it like we change it like we change a number of blades on our propellers.
Add atleast some way to change the firing sounds of those guns.
Maybe add an additional independent explosion damage multiplier for cannons that use explosive shell to simulate a Blast-Frag/HE shells, that have a low damage but high damage radius. Current "explosionScalar" cannot increase damage radius without increasing damage.
Add an ExhaustScale to our missiles.
Add an opportunity for a missiles to track'n'steer for some time even after engine stopped burning. Maybe call that property "maxTrackingTime" and even make it independent from "maxFuelTime" if specified.
Add some countermeasure-proofness multiplier for guided missiles, when a missile requires a certain amounts of chaff/flares and an aggressive-enough maneuver of it's target to be fooled.
Add an opportunity to select a dropped/launched enemy ordnance as a target like Ice Base Lasers do.
I also have a more complex proposition on how to add a procedural missile with some external, appearance-related procedural properties that allow to imitate the appearance and behavior of most IRL missiles(and some guided bombs) in a single-part package, which I'll post sometime later.