@DarthAbhinav That's called stalling, read up on it. 5% is too low, try 25% for approach speed. I just landed it without a scratch, so it's definitely possible to land it.
@XxMlgSwegxX Sure, you can take off the muzzle brake, the curved bit on the rear end, and the mounting bracket (it's just for appearance, the real mount is inside the breech).
@XxMlgSwegxX Maybe you can try a true indirect fire shot. Elevate the gun (to 57% throttle), rotate it very gently to the right (to 16 degrees), then fire shells continuously. As long as the fleet is there, you should be able to hit it.
@XxMlgSwegxX No idea. It's 448 parts, so most mid- to high-end mobile devices should be able to handle it. Can you even see the fleet from Wright Airport on a phone?
@Pilotmario I know, but say there was a very low island between the fleet and the gun, high enough to obscure the ships, then it would be indirect fire, right?
@BlackhattAircraft I wouldn't compare mobile builds to ones made on a desktop. There are things you can do with a computer that you just cannot do with mobiles and tablets.
@NathanMikeska What if you just disabled physics on rotators? I.e. they just rotate things without calculating angular momentum, etc. so that there's no wobbling. It would remove a lot of frustration involved in using them and make more interesting builds possible. At the moment anything attached to a rotator has to have zero or near-zero mass to prevent severe wobbling. And even then, if the base object is massive, you still get wobbling.
In real life it's certainly possible to have motors that rotate massive objects, like gantries, ICBMs, cranes, etc., so it would be nice to have that in-game as well. The same goes for pylons, detachers, and pistons.
It would also be great to have an input sensitivity/fineness setting for rotators, so that rotation could be controlled as precisely or as fast as the builder wants. The current speed setting doesn't really work very well.
Also, if a rotator is coupled to VTOL/Trim, it would be great to have a degree readout next to the relevant slider.
I realise these are too many suggestions to go into this release, but perhaps you could consider them in future.
Everything looks good so far. Thanks for implementing bulletScale and muzzleFlash. Now if the rotators and pistons could be made stable, so that they wouldn't wobble, that would be perfect.
Also, when you destroy a bridge, the sound plays at the camera location. Could this be fixed, like the tyre squeal?
@Pilotmario How could I ever forget the T-1000. That was one of my favourite movies when I was a kid. Arnold Schwarzenegger playing a heroic self-sacrificing cyborg, it doesn't get much better than that.
@tsampoy You mean you spawned at Yeager and blew up the bridge? What kind of device were you using?
Glad you like it, @Wingman522
@KSPFSXandSP I doubt that would work. This thing needs precise aiming, how would you do that from a moving aircraft?
@TheNCRranger Feels amazing, doesn't it?
Thanks, @SpiritusRaptor
@DarthAbhinav DesignerSpace, it's not available any more.
@DarthAbhinav That's called stalling, read up on it. 5% is too low, try 25% for approach speed. I just landed it without a scratch, so it's definitely possible to land it.
@Maxwell1 I'm... not sure how to respond to that.
@Pilotmario I'm pleased to announce the M2A1 upgrade, now able to hit targets on Krakabloa all the way from Wright Airport. Comes with a spotter drone to direct fire.
@Pilotmario Your knowledge is quite impressive.
@XxMlgSwegxX Sure, you can take off the muzzle brake, the curved bit on the rear end, and the mounting bracket (it's just for appearance, the real mount is inside the breech).
@Pilotmario Were you or are you an artilleryman? As in real life.
Silver: 1000 points
Gold: 5000 points
Platinum: 25000 points
@XxMlgSwegxX
@XxMlgSwegxX Maybe you can try a true indirect fire shot. Elevate the gun (to 57% throttle), rotate it very gently to the right (to 16 degrees), then fire shells continuously. As long as the fleet is there, you should be able to hit it.
@XxMlgSwegxX Yeah, you need a large high-res monitor to be able to use this gun.
@XxMlgSwegxX No idea. It's 448 parts, so most mid- to high-end mobile devices should be able to handle it. Can you even see the fleet from Wright Airport on a phone?
@Pilotmario I know, but say there was a very low island between the fleet and the gun, high enough to obscure the ships, then it would be indirect fire, right?
@Pilotmario Does a one-degree elevation count as indirect fire?
Screenshots.
@BlackhattAircraft I wouldn't compare mobile builds to ones made on a desktop. There are things you can do with a computer that you just cannot do with mobiles and tablets.
Just do your own thing, @Phantom1
@BusterShortWolf Guided missiles are one thing, but firing a really big gun and hitting targets 10 miles away is something else, isn't it?
@YuukaNeko Thanks, that's high praise. Now if I could just replicate that in the real world...
@Pilotmario Have you ever made one with a sight that has a rangefinding reticle?
@Pilotmario Your howitzer was pretty good. The "emplace" feature was a nice touch.
@NathanMikeska What if you just disabled physics on rotators? I.e. they just rotate things without calculating angular momentum, etc. so that there's no wobbling. It would remove a lot of frustration involved in using them and make more interesting builds possible. At the moment anything attached to a rotator has to have zero or near-zero mass to prevent severe wobbling. And even then, if the base object is massive, you still get wobbling.
In real life it's certainly possible to have motors that rotate massive objects, like gantries, ICBMs, cranes, etc., so it would be nice to have that in-game as well. The same goes for pylons, detachers, and pistons.
It would also be great to have an input sensitivity/fineness setting for rotators, so that rotation could be controlled as precisely or as fast as the builder wants. The current speed setting doesn't really work very well.
Also, if a rotator is coupled to VTOL/Trim, it would be great to have a degree readout next to the relevant slider.
I realise these are too many suggestions to go into this release, but perhaps you could consider them in future.
Everything looks good so far. Thanks for implementing bulletScale and muzzleFlash. Now if the rotators and pistons could be made stable, so that they wouldn't wobble, that would be perfect.
Also, when you destroy a bridge, the sound plays at the camera location. Could this be fixed, like the tyre squeal?
@KSPFSXandSP I knew you would...
@Jfalix It's nice.
@Mumpsy ...just like Dusty Springfield said.
@ds2001s So hot you can get burned...
@Jfalix It's just a spaceship.
Thanks, @Phantom1
@harveyrobinson8 I've used colours for a while...
@Thecoltster1 I've always been the type to do my own thing. I like your classic car builds, they're quite unique.
@Pilotmario How could I ever forget the T-1000. That was one of my favourite movies when I was a kid. Arnold Schwarzenegger playing a heroic self-sacrificing cyborg, it doesn't get much better than that.
@NoName101 Nothing wrong with that, I'm on Windows 7 as well. I'll stay away from Windows 10 as long as I can.
Thanks, your stuff's pretty good too, @Thecoltster1
@Pilotmario I don't doubt it. Someone who builds tanks can't listen to just the Beatles.
@Pilotmario Beatles fan, hmm?
Thanks, @DarthAbhinav @BenAtennyson
@ds2001s Mm yes, those hot Spanish grills.
@KerlonceauxIndustries It's alien tech...
Thanks, @phanps
@BaconEggs Shine on you crazy diamond?
@NoName101 Do it, you'll thank yourself.
@MAHADI Can't say I like the rainbow colours or the harsh white background, but other than that, a fantastic design and it flies well, too.
@BaconRoll I just checked it out. That's too overkill for me.
@BaconRoll Ah... now I get it.
@DarthAbhinav BombCannon tutorial