@KSPFSXandSP Unity has support for C#, UnityScript, and Boo which is similar to Python. If you're serious about learning Unity, I'd recommend you go with C#. The basics of all languages are the same, and it's always best to work with the platform's native language.
@Z3RO Glad you like it. The explosions are caused by setting the guns' damage to a high value (10,000).
Spaceship-type builds are very sensitive to imbalance, so it's impossible, more or less, to recover from explosive weapon damage (missiles or bombs). That's why I included the slow-firing plasma cannon, it's good for missile defense. When you get good at it, you can play an endless mini-game with the Snowstone missile launchers.
@Ephwurd That's still not a proper solution -- if one gyro can't keep it stable, something in the build is the problem. Having just looked at your Ghostfly, I can tell you what the problem is: rotators. If you use rotators, make sure they're completely encased inside fuselage block(s). If even a small bit is exposed to the open air, it affects the drag, and therefore the handling, in mysterious ways.
As proof, witness my rework of your Ghostfly. It flies using the same controls as Brutus, and with the same stability. (At high speeds it tends to lose altitude slowly, that's mainly because of the large, sloping fuselage "spikes".)
I should have mentioned rotators earlier, but I never use them in flying builds, so it slipped my mind. I'll update my comment below.
@Ephwurd No problem. Don't mind my saying this, but that seems like a voodoo-like approach to solving the problem. If the tweaks required adding another gyro afterwards, then the problem was the tweaks. I mean, this build is quite large, and weighs 200 tons, and it only needs one gyro.
@KSPFSXandSP Well, if I could be bothered to learn Unity programming, I could make a mod to do it. You could ask a mod author to build one, I suppose. Or I can make a custom tube for you, if you need one. It only takes a minute.
Nope, one gyro is all you need. If one gyro can't keep your build stable, there's a fundamental problem with your build and adding more gyros will just make it handle like a submarine in molasses, piloted by a drunk.
There are only three (edit: four) things that determine the stability of a spaceship-type build:
distribution of mass,
distribution of drag,
alignment of thrusters relative to the center of mass, and
no exposed rotators.
As for cosmetic thrusters, the SP engine doesn't take into account the powerMultiplier or max values when calculating the CoT, so ignore that yellow sphere completely. In fact, you shouldn't be using any of those spheres when building a spaceship-type build. They're simply no use.
@jamesPLANESii Hang on, what you mean "keeping in the air is done by the same control?" Did you forget to retract gear? That's what powers up the anti-gravity drive. Once that's on, you don't need to keep pressing pitch down to stay up. Pitch up and pitch down are strictly to change altitude, or change pitch when used with AG3 on.
Thanks, @jamesPLANESii. Unfortunately, SP doesn't offer custom inputs, so this is the best solution I've found so far. It takes some time to get the hang of it, but once you do, you can fly quite well. If you can think of a better one, I'd be glad to hear it.
@yoshicraze It's the regular sandbox map, it just looks different because I use a custom shader with Reshade. The ships are positioned using a custom location (it involves editing XML). I've posted a guide somewhere, let me find the link.
To create a tube out of a bunch of fuselage blocks, you need to figure out how to draw the blocks in a circle around a point. In two-dimensional geometry, if you have a circle with its center at (0,0), the x and y coordinates of the points on that circle are given by:
x = sin(theta) x radius
y = cos(theta) x radius
Where theta is the angle the point makes with the perpendicular.
So you just run a loop in steps of, say, five degrees, calculate the x and y positions, and render blocks at (x, y, 0).
@DuckMintnewprofile A triangle fuselage warped into a cylindrical shape -- I just can't imagine what that would look like. If you could link to a sketch or a diagram somewhere that would help me answer.
@chancey21 No need to make it a successor, if that's what you mean. Credit isn't required, but is nice to have. You don't have to limit yourself to this set, either. Generating these takes literally seconds, so if you let me know your tube wall thickness, radius, length, and number of parts you want, I can create a custom one for you. Just don't expect it immediately.
@chancey21 That's not possible with inlet blocks. You can attach two inlet blocks back to back so that the openings face outward, but in the middle they'll be closed.
@chancey21 Here you go.
@chancey21 Sure, but I'll have to modify my script a little. I'll do it in a little while.
@KSPFSXandSP Unity has support for C#, UnityScript, and Boo which is similar to Python. If you're serious about learning Unity, I'd recommend you go with C#. The basics of all languages are the same, and it's always best to work with the platform's native language.
@JohnnyBoythePilot
Or repel one...
If you're on a device that lets you edit the game's XML files, you can set the positions of all the ships in the sandbox using CloudSettings.xml.
Thanks, @Stingray, glad it works for you.
Thanks, @DJ123, I agree :)
@Z3RO Glad you like it. The explosions are caused by setting the guns' damage to a high value (10,000).
Spaceship-type builds are very sensitive to imbalance, so it's impossible, more or less, to recover from explosive weapon damage (missiles or bombs). That's why I included the slow-firing plasma cannon, it's good for missile defense. When you get good at it, you can play an endless mini-game with the Snowstone missile launchers.
Creative.
@Rawhide If you want a build that flies the same but with just 211 parts, try this one.
@chancey21 No problem.
@chancey21 30 parts.
@chancey21 50 parts, plus one to handle it with.
@chancey21 How many is "slightly lower?" I can make it with whatever exact number of parts you need.
+1@chancey21 Then fall Caesar?
@Rawhide Well, phones aren't really proper gaming devices, not even halfway. Get a Real Computer as soon as you can.
Thanks, @JBird. I'm very glad you enjoy my builds.
@TMach5 Badass, would you say?
@chancey21 Here you go.
+1@RailfanEthan Hot, spicy chili con carne.
@LiamW Very impressive. And that's obviously CNC machined. What did that cost you?
@CptJacobson I guess it does. I just made an abstract shape.
Very interesting. Did you design and/or build the chassis in the photo yourself?
@I401SenSuiKan Google Translate renders that as "roar ah." Is that what you meant?
@Ephwurd That's still not a proper solution -- if one gyro can't keep it stable, something in the build is the problem. Having just looked at your Ghostfly, I can tell you what the problem is: rotators. If you use rotators, make sure they're completely encased inside fuselage block(s). If even a small bit is exposed to the open air, it affects the drag, and therefore the handling, in mysterious ways.
As proof, witness my rework of your Ghostfly. It flies using the same controls as Brutus, and with the same stability. (At high speeds it tends to lose altitude slowly, that's mainly because of the large, sloping fuselage "spikes".)
I should have mentioned rotators earlier, but I never use them in flying builds, so it slipped my mind. I'll update my comment below.
@Ephwurd No problem. Don't mind my saying this, but that seems like a voodoo-like approach to solving the problem. If the tweaks required adding another gyro afterwards, then the problem was the tweaks. I mean, this build is quite large, and weighs 200 tons, and it only needs one gyro.
@KSPFSXandSP Well, if I could be bothered to learn Unity programming, I could make a mod to do it. You could ask a mod author to build one, I suppose. Or I can make a custom tube for you, if you need one. It only takes a minute.
@KSPFSXandSP See my reply here.
@Ephwurd
Nope, one gyro is all you need. If one gyro can't keep your build stable, there's a fundamental problem with your build and adding more gyros will just make it handle like a submarine in molasses, piloted by a drunk.
There are only three (edit: four) things that determine the stability of a spaceship-type build:
As for cosmetic thrusters, the SP engine doesn't take into account the powerMultiplier or max values when calculating the CoT, so ignore that yellow sphere completely. In fact, you shouldn't be using any of those spheres when building a spaceship-type build. They're simply no use.
Nice work. Now that you've uploaded it, how about including some instructions?
@jamesPLANESii Hang on, what you mean "keeping in the air is done by the same control?" Did you forget to retract gear? That's what powers up the anti-gravity drive. Once that's on, you don't need to keep pressing pitch down to stay up. Pitch up and pitch down are strictly to change altitude, or change pitch when used with AG3 on.
Thanks, @jamesPLANESii. Unfortunately, SP doesn't offer custom inputs, so this is the best solution I've found so far. It takes some time to get the hang of it, but once you do, you can fly quite well. If you can think of a better one, I'd be glad to hear it.
@Treadmill103 Forget the guns... how do you like the look of this bad boy?
@Ephwurd Thanks, I thought you might like it :) What do you think of the handling?
@yoshicraze It's the regular sandbox map, it just looks different because I use a custom shader with Reshade. The ships are positioned using a custom location (it involves editing XML). I've posted a guide somewhere, let me find the link.
+1Thanks, @Strikefighter04
@RMark1
To create a tube out of a bunch of fuselage blocks, you need to figure out how to draw the blocks in a circle around a point. In two-dimensional geometry, if you have a circle with its center at (0,0), the x and y coordinates of the points on that circle are given by:
x = sin(theta) x radius
y = cos(theta) x radius
Where theta is the angle the point makes with the perpendicular.
So you just run a loop in steps of, say, five degrees, calculate the x and y positions, and render blocks at (x, y, 0).
+1P E R F E C T L Y P I P E L I K E @TheGuyYouMightKnow
@KSPFSXandSP it's very simple, actually. I can explain if you like.
+1@VOVAK if you need one, give me the specs (diameter, thickness, length) I can build it for you.
@RailfanEthan Savory dumplings
@F4f879 Any part of the island.
@BaconRoll o.O
@DuckMintnewprofile A triangle fuselage warped into a cylindrical shape -- I just can't imagine what that would look like. If you could link to a sketch or a diagram somewhere that would help me answer.
@chancey21 No need to make it a successor, if that's what you mean. Credit isn't required, but is nice to have. You don't have to limit yourself to this set, either. Generating these takes literally seconds, so if you let me know your tube wall thickness, radius, length, and number of parts you want, I can create a custom one for you. Just don't expect it immediately.
+1You mean like this? @chancey21
@chancey21 OK, I'll give it a go when I have some time.
@Rawhide @rubbishcraft's creation, you mean. I just made it fly better.
@chancey21 That's not possible with inlet blocks. You can attach two inlet blocks back to back so that the openings face outward, but in the middle they'll be closed.
+1@chancey21 So a bunch of inlet blocks?
+1@FGW2014 No idea what that means either.