@TheUltimatePlaneLover A zero I could find from Zuikaku was numbered “653-117,” which is basically just your average late war zero scheme with fancy stripes on the tail.
(so just look up A6M5 653-117, there’s a bunch of references)
@TheUltimatePlaneLover you can see that I dropped (and missed with) the bomb near the end of the dive, it just always shows that you have 0 for some reason, even when the bomb is still there
This is just another small showcase showing a defensive version of Blyatnov’s Zuikaku 1944 that’s coming soon. It automatically maneuvers when you get close enough (to dodge bombs/torpedos) and has a somewhat historically accurate AA armament. (The sources I looked at were very conflicting) The yellow tracers you see are meant to be the AA rockets she had on her, which is why they fire so fast btw.
So uhhhh. Yeah.
(This is the last demo type video for a while I promise)
@TheUltimatePlaneLover it’s possible, although it’ll be hard since I’ve made it so that the AI automatically maneuvers when you get close enough
(Made it that way assuming the player is trying to bomb/torpedo bomb it)
@Eeoo sure, but I’d recommend modifying the original version of this build by Blyatnov, as this is purely meant for the AI to use
(unless you just want to make this a more enticing target or something)
@TheUltimatePlaneLover
[insert generic “I’ve actually tested this before” comment here]
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Getting the AI to drop ordnance does actually work, the only issue is that you can’t make it so that they specifically drop on you. In my fletcher torpedo launch demo you can see that the AI can use ordnance as long as it’s connected to a pylon or detacher that activates when you get in a certain proximity. This is good, but it’s still impossible (as far as I know) for the ai to drop on the player specifically, and therefore bombs will miss you most of the time, since it only responds to distance. I’ve experimented and made an AI avenger that can drop either bombs or torpedos, but for something that actually works, I’ll redirect you to here
.
(Long rant over)
@Graingy I’m only just now realizing that oof. I had to finish like 5 thumbnails/descriptions at once and just lazily searched up “Canadian flag” for this lol
@llDeadboyll you’d have to ask the original creator Blyatnov that lol. But the torpedo explosion scalar is also really low, which helps the ships not disintegrate immediately. (And the parts have a stupid amount of hp)
@LunarEclipseSP @TheUltimatePlaneLover It’s more due to the fact that the torpedo explosion scale is lowered, but the health on Blyatnov’s warships are always extremely high too. The ‘sinking’ effect is there because his ships use small fuselages in the hull for buoyancy, rather than the entire hull having buoyancy itself. When one of those fuselages is destroyed, the ship loses a small amount of its total buoyancy, and goes under slowly, rather than immediately. (I think?)
Credit to InvisibleMan for the better leading code
Original build by Blyatnov here
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This is a surface combat prototype of the LHI Fletcher. The guns are disabled in this demo to solely test the torpedos, and they work pretty well!
@llDeadboyll I’m not exactly sure, but I would recommend removing all mass and drag from parts of the AA that don’t already have them removed. If that doesn’t work, then increase the mass of the ship in addition and hopefully it’ll help. (As a last resort you can link me to the build so I can see what I can do)
@llDeadboyll thanks :)
larger warships are already planned (USS Essex was one of my first prototypes for example) only issue is that I have a set order of things I need to post, so it’ll be a while before they start getting published.
@TheUltimatePlaneLover A zero I could find from Zuikaku was numbered “653-117,” which is basically just your average late war zero scheme with fancy stripes on the tail.
(so just look up A6M5 653-117, there’s a bunch of references)
@TheUltimatePlaneLover pretty sure a late war livery would work (assuming that’s what it already has?) since the Zuikaku is in her ‘44 configuration
@TheUltimatePlaneLover I’ll definitely do one every now and then
@Shikikanlunaoffinalglory more like a battle of Cape Engano reference, since this is Zuikaku’s 1944 configuration
(And since I’m using a helldiver)
@TheUltimatePlaneLover yeah, you can act like swarm zeros came directly from Zuikaku or something for example lol
@TheUltimatePlaneLover you can see that I dropped (and missed with) the bomb near the end of the dive, it just always shows that you have 0 for some reason, even when the bomb is still there
This is just another small showcase showing a defensive version of Blyatnov’s Zuikaku 1944 that’s coming soon. It automatically maneuvers when you get close enough (to dodge bombs/torpedos) and has a somewhat historically accurate AA armament. (The sources I looked at were very conflicting) The yellow tracers you see are meant to be the AA rockets she had on her, which is why they fire so fast btw.
So uhhhh. Yeah.
(This is the last demo type video for a while I promise)
@TheUltimatePlaneLover that’s good to hear
@TheUltimatePlaneLover it’s possible, although it’ll be hard since I’ve made it so that the AI automatically maneuvers when you get close enough
+1(Made it that way assuming the player is trying to bomb/torpedo bomb it)
@TheUltimatePlaneLover soon we’ll also have the H6K and H8K, the Japanese navy will continue to grow!
(And defensive IJN Zuikaku VERY soon)
+1@Jaspy190 I’m glad!
@Eeoo sure, but I’d recommend modifying the original version of this build by Blyatnov, as this is purely meant for the AI to use
(unless you just want to make this a more enticing target or something)
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@Jaspy190
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T
@Zaineman I’m honored, thanks :)
Should’ve kept all B-17s in service and converted them into t h i s. Better fighter than the F-35
+1@TheUltimatePlaneLover I wish time could feel slow for me, I still don’t even believe we’re already halfway through May lol
@TheUltimatePlaneLover np!
@TheUltimatePlaneLover
[insert generic “I’ve actually tested this before” comment here]
.
Getting the AI to drop ordnance does actually work, the only issue is that you can’t make it so that they specifically drop on you. In my fletcher torpedo launch demo you can see that the AI can use ordnance as long as it’s connected to a pylon or detacher that activates when you get in a certain proximity. This is good, but it’s still impossible (as far as I know) for the ai to drop on the player specifically, and therefore bombs will miss you most of the time, since it only responds to distance. I’ve experimented and made an AI avenger that can drop either bombs or torpedos, but for something that actually works, I’ll redirect you to here
.
(Long rant over)
@TheUltimatePlaneLover yep, the defensive version of your B-25 should come right after the next post (G4M)
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@Jaspy190
@StrikerUreka22 (here’s the 2nd one!)
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@IdleXIdol yeah, all defensive series vehicles are meant for the AI
Where did all of these people come from I haven’t checked my phone since I woke up and now I’m scared
@Alternation it’s a heavy bomber design that’s related to the B-29 program I believe.
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@StrikerUreka22 (here it is!)
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@TheUltimatePlaneLover as it should have lol
@TheUltimatePlaneLover LETSSGOOOOOOOOOO
(Am speed)
@Graingy WAIT NO IM SORRY
@Graingy I’m only just now realizing that oof. I had to finish like 5 thumbnails/descriptions at once and just lazily searched up “Canadian flag” for this lol
@TheUltimatePlaneLover yeah lol, I kept the [PEV] in the title until I realized just after publishing
Please let me know if you’d like to be tagged for ground based crafts like this in the future
@Jaspy190 yep!
+1@ReinMcDeer my “inspiration” was War on the Sea’s sometimes less than intelligent AI, but that fits perfectly as well lol
+2@llDeadboyll you’d have to ask the original creator Blyatnov that lol. But the torpedo explosion scalar is also really low, which helps the ships not disintegrate immediately. (And the parts have a stupid amount of hp)
@LunarEclipseSP @TheUltimatePlaneLover It’s more due to the fact that the torpedo explosion scale is lowered, but the health on Blyatnov’s warships are always extremely high too. The ‘sinking’ effect is there because his ships use small fuselages in the hull for buoyancy, rather than the entire hull having buoyancy itself. When one of those fuselages is destroyed, the ship loses a small amount of its total buoyancy, and goes under slowly, rather than immediately. (I think?)
+2I forgor to post so I go back to sleep now :)
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This is a surface combat prototype of the LHI Fletcher. The guns are disabled in this demo to solely test the torpedos, and they work pretty well!
Beegest sheep Yamato will have beegest main gun as AA weapon = game obliteration
I’m also glad to have the defensive opponents assist
@TheUltimatePlaneLover lol, P-29 content is P-29 content
@Blyatnov oooooo, time to make it defensive >:)
+1@LunarEclipseSP I- I didn’t even finish posting the tags yet!
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@llDeadboyll I’m not exactly sure, but I would recommend removing all mass and drag from parts of the AA that don’t already have them removed. If that doesn’t work, then increase the mass of the ship in addition and hopefully it’ll help. (As a last resort you can link me to the build so I can see what I can do)
@llDeadboyll thanks :)
larger warships are already planned (USS Essex was one of my first prototypes for example) only issue is that I have a set order of things I need to post, so it’ll be a while before they start getting published.
P-29 LESSSGOOOOOOOOO
+1@Trainzo :)