@AviownCorp A bomb released while in a vertical dive travels straight down, so the pilot can be sure that it will hit where his crosshair is pointing at the moment of release. If released at a flight angle other than vertical, the bomb will follow a more-or-less parabolic path, pulled down by gravity and continuously losing forward velocity due to drag. The shallower the dive angle at the moment of release, the more you have to compensate for the bomb's path deviating from the aircraft's flight path. Modern bomber aircraft have a computer calculate the impact point of a bomb released from the aircraft at any given moment and draw it on the HUD, called a "pipper." SimplePlanes has nothing like that, so it would come down to trial and error. You could improve your chances by using the carpet bombing technique.
@TheStarTrekGuy Yeah, well, people are gonna do what they do, and there isn't much to be done about it. Best thing is to appreciate the ones who appreciate you and your work, and ignore the rest.
@FGW2014 Works for me. Make sure you're applying the dragScale attribute on the Part itself, not the Fuselage.State or whatever. Also make sure you actually have the 1.7.1.0 update.
@FGW2014 Yeah, just use dragScale="N" on the Part element, where N is a number. 1 is normal drag, 0 is no drag, 0.5 is 50% drag, 2 is 200% drag, and so on.
@Jetliner101 There are lots of advantages to big builds. They look smoother, and are better for recording videos, better for dogfighting with, easier to work with, can shoot large bombs and bullets more plausibly, and size is part of the reason I can build so rapidly.
@FGW2014 I made a tutorial on this some time ago.
@Texasfam04 Thanks, yeah, they definitely make for a good change once in a while.
Thanks, @CRJ900Pilot
Thanks, @Treadmill103. It's fun, isn't it... try taking down Snowstone with this thing.
@AviownCorp I don't remember that. Where did you see it?
@AviownCorp A bomb released while in a vertical dive travels straight down, so the pilot can be sure that it will hit where his crosshair is pointing at the moment of release. If released at a flight angle other than vertical, the bomb will follow a more-or-less parabolic path, pulled down by gravity and continuously losing forward velocity due to drag. The shallower the dive angle at the moment of release, the more you have to compensate for the bomb's path deviating from the aircraft's flight path. Modern bomber aircraft have a computer calculate the impact point of a bomb released from the aircraft at any given moment and draw it on the HUD, called a "pipper." SimplePlanes has nothing like that, so it would come down to trial and error. You could improve your chances by using the carpet bombing technique.
@Meleme Good to know. I suspect it's lots of curved surfaces that cause lag. Can you run this build, for instance?
@ThePrototype Not at all. It's pretty cool.
@TheStarTrekGuy Yeah, well, people are gonna do what they do, and there isn't much to be done about it. Best thing is to appreciate the ones who appreciate you and your work, and ignore the rest.
@AviownCorp Instructions and videos are here and here.
@ShockRF Like this.
Thanks, @DemonSniper8. It's the default map. The colors are because of my custom shader, and the ship locations have been adjusted using XML.
+1Thanks, @CRJ900Pilot
Thanks, @Roswell
Glad you like it, @flugzeug
@FGW2014 I like to think it looks like a snake's head.
Thanks, @Chancey21. The non-indestructible engines were an oversight.
@BaconRoll
YesWeCan
That's what makes SimplePlanes so great...
+1@FGW2014 Very cool, I like the backstory too.
Thanks, @Jetliner101
@Pianoman no problem, you deserve it
+1@FGW2014 Hmm if you're asking me to teach you scripting, getting reasonably good at scripting/programming takes a few months at minimum...
@Irobert55 Everyone knows bathtubs are the best armor.
@BaconRoll napalm makes for some fantastic barbecue...
Totally pigged out, @Chancey21
Thanks, @CRJ900Pilot
@Jetliner101 more like holy cow slayer.
Glad you like it, @Chancey21
Thanks, @TR87
@FGW2014 Works for me. Make sure you're applying the dragScale attribute on the Part itself, not the Fuselage.State or whatever. Also make sure you actually have the 1.7.1.0 update.
@KSPFSXandSP Nope, I got it from a bird.
@FGW2014 Yeah, just use dragScale="N" on the Part element, where N is a number. 1 is normal drag, 0 is no drag, 0.5 is 50% drag, 2 is 200% drag, and so on.
Thanks, @Tang0five. It's just a lot of code, nothing glamourous about it.
Thanks, @TR87. About a couple of hours of trying different shapes.
Thanks, @Tang0five
+1Thanks, @FlyingThings
@KSPFSXandSP No, I'd never even heard of it until now. Why?
Thank you, @Starbound
Glad to hear that, @Jetliner101
+1@Jetliner101 There are lots of advantages to big builds. They look smoother, and are better for recording videos, better for dogfighting with, easier to work with, can shoot large bombs and bullets more plausibly, and size is part of the reason I can build so rapidly.
+37Good to know, @AWESOMENESS360
Thanks, @Z3RO @Ephwurd @BaconAircraft
Thanks, @Roswell @EternalDarkness @DemonSniper8
@FGW2014 Should have thought of that, but it's too late now.
@GreatHenry Interesting. I haven't seen the movie.
@CRJ900Pilot Yeah, I thought the same thing.
Thanks, @CaesiciusPlanes @Treadmill103 @grizzlitn
Thanks, @Chancey21 @BigDoggo
Thanks, @BaconRoll
@MakeshiftPlanes :)