@MintLynx From the third picture I didn't quite see the wire, is it because it was already detached, or is it just because the picture is taken from an angle/distance where the wire is not visible?
@Jim1the1Squid I know the Rodneys - the point is, even THEY have only three turrets, with the second one superfiring. This one have FOUR, with only the third one superfiring, which gave a distinctive silhouette of an armed freighter with turrets jutting out of anywhere that fits and anywhere that doesn't.
P.S. For some reason I just hate non-superfiring turrets (esp. two consecutive turrets on the same level), and I'm not a fan of the Rodney-class, either.
Yup, good for target practice. Although... which class is this modeled after? I mean pretty much EVERY battleship in existence after the Dreadnought-class have more guns than that, yet the large bridge seems to belong to a super-dreadnought.
I have to say that the turret arrangement is... well... strange... (Yup, granted, it IS better than that of the Japanese Tone-class cruisers, but pretty much everyone is better by that regard)
only torpedo bay outline included, as launchers would be useless and would increase the part count Why? Is it because the in-game torps are too small and can only run straight?
@SakuraSaku As in "won't be making any builds within the forseeable future" or "shutting down the account"? I understand that many people have MUCH more important issues to deal with than Simple Planes, but I just sincerely hope that you can keep your account open so that we can see the few yet magnificent builds of yours.
@SakuraSaku You are welcome; also, please don't leave this site. Your great builds will serve as an inspiration and motivation for hundreds, if not thousands to come.
@BlazeInfinity True, guns on dreadnoughts usually have shorter barrels. The guns on this boat looks as if it was made for WWII instead of WWI, although everything else just screams "WWI".
Also you can use WNP78's Advanced Targeting MOD for lead aim the main gun, just in default bullet velocity settings. In other words, the speed of the bullet is exactly the speed of the shells? Also, nice use of the winches.
Etty, I assume that to make something turn, you can use a gyro with 0 speed and 0 stability, and a yawPower of your desire. This can help making both tanks (for turning) and rotating radar antennae. That's how I made the radar on my "Sweeper" AA guns.
@UnguidedCylinder I'm now trying to use custom-designed guns to perform this role, not too different from my current flak battery in design. To simulate the spread of a canister/fragmentation round, an XML-ed bullet would be used.
I once built one like that (with HE, guided AA, and guided AP rounds), then scrapped the entire project and deleted everything related to it both online and on my phone for it was a bit too laggy - not just "a bit", either. The other reason why I scrapped the project is that I hate it for having no recoil and/or muzzle flash.
P.S. That anime with "railgun" in its name have nothing to do with real-life railguns.
@Ryn176 Wright seems to be a jet-age military airbase, so... Although granted, the terminal building at Yeager really should have this. Bandit seems to resemble a WWII-era airbase, and Avalanche seems to resemble an airport serving a research outpost in a remote location.
Well... given that for small-angle approximation to work, there must be quite some difference between maximum thrust and maximum theoretical thrust (as in the maximum thrust the engines can possibly generate), is it possible to add another rotator to harness the extra thrust for boost/afterburner?
@SnoWFLakE0s I guess It might have something to do with my older building method (using intakes as muzzle) or perhaps a bug fixed quite a while ago. Now the gun is fine.
@SnoWFLakE0s Hmmmm... Strange. Is it because I was in a constant banking turn (trying to mimic the AC-130) that the gun failed? I'm quite sure that the recoil mechanism didn't work properly when I was firing. I need to re-check.
I've tried placing the gun on an aircraft Just remember, it works great for planes aiming forward (as long as you aren't trying to fire something that fits better on a battleship from a fighter), but aiming the gun sideways like the AC-130 Spectre would for some reason make the recoil system fail. It seems that when the gun is aiming sideways from the direction of movement, the distance from the muzzle to the first bullet increased for quite a bit. I'm assuming the devs made this to allow high-speed crafts to use their guns without accidentally hitting themselves.
I've started testing the same recoil mechanism quite an while ago (like since last October), and I'm now building something similar (a more modern AA gun w/ muzzle brakes and sadly without that much details b/c I'm less than creative), but I have to say that seeing people using this recoil mechanism make my heart flutter a bit.
@CoolPeach Wait, no chaffs nor flares? So this jet came straight from the Viet War?
Also, I sincerely wished the ending to be the jet landing on the carrier...
How does the piston that pushes the paintballs up keep rising up?
@MintLynx From the third picture I didn't quite see the wire, is it because it was already detached, or is it just because the picture is taken from an angle/distance where the wire is not visible?
Wait, is this thing connected to the ship by a wire?
Holy sh*t! That's mint!
@GeneralOliverVonBismarck Or the No.2 turret (count from the bow)
+1@Jim1the1Squid I know the Rodneys - the point is, even THEY have only three turrets, with the second one superfiring. This one have FOUR, with only the third one superfiring, which gave a distinctive silhouette of an armed freighter with turrets jutting out of anywhere that fits and anywhere that doesn't.
+1P.S. For some reason I just hate non-superfiring turrets (esp. two consecutive turrets on the same level), and I'm not a fan of the Rodney-class, either.
Yup, good for target practice. Although... which class is this modeled after? I mean pretty much EVERY battleship in existence after the Dreadnought-class have more guns than that, yet the large bridge seems to belong to a super-dreadnought.
I have to say that the turret arrangement is... well... strange... (Yup, granted, it IS better than that of the Japanese Tone-class cruisers, but pretty much everyone is better by that regard)
+1
+2only torpedo bay outline included, as launchers would be useless and would increase the part countWhy? Is it because the in-game torps are too small and can only run straight?@Baby Thanks!
@Baby Which mod?
Whose KV-2 is that? I mean the tracks looks amazing.
Wright? Isn't that a military air base? Where is this even SUPPOSED to be placed in Wright? Also, awesome build.
+1@SakuraSaku As in "won't be making any builds within the forseeable future" or "shutting down the account"? I understand that many people have MUCH more important issues to deal with than Simple Planes, but I just sincerely hope that you can keep your account open so that we can see the few yet magnificent builds of yours.
+3@SakuraSaku You are welcome; also, please don't leave this site. Your great builds will serve as an inspiration and motivation for hundreds, if not thousands to come.
Walrus! You are back!
+1Great build! Also, where is the radar, and what role does the smaller fins at the foot of the mech play?
Can it fly?
What does "dark side" mean? Also, congrats on Plat.
@BlazeInfinity True, guns on dreadnoughts usually have shorter barrels. The guns on this boat looks as if it was made for WWII instead of WWI, although everything else just screams "WWI".
Mint!
Nice use of rotators, Ethan!
+1Also you can use WNP78's Advanced Targeting MOD for lead aim the main gun, just in default bullet velocity settings.In other words, the speed of the bullet is exactly the speed of the shells? Also, nice use of the winches.What happened to the plane?
Wait, I thought this is a civilian airport, not one for flying bombers around...
+7Which class of battleships/battlecruisers use this turret?
Etty, I assume that to make something turn, you can use a gyro with 0 speed and 0 stability, and a yawPower of your desire. This can help making both tanks (for turning) and rotating radar antennae. That's how I made the radar on my "Sweeper" AA guns.
@UnguidedCylinder I'm now trying to use custom-designed guns to perform this role, not too different from my current flak battery in design. To simulate the spread of a canister/fragmentation round, an XML-ed bullet would be used.
I once built one like that (with HE, guided AA, and guided AP rounds), then scrapped the entire project and deleted everything related to it both online and on my phone for it was a bit too laggy - not just "a bit", either. The other reason why I scrapped the project is that I hate it for having no recoil and/or muzzle flash.
+1P.S. That anime with "railgun" in its name have nothing to do with real-life railguns.
@Ryn176 Wright seems to be a jet-age military airbase, so... Although granted, the terminal building at Yeager really should have this. Bandit seems to resemble a WWII-era airbase, and Avalanche seems to resemble an airport serving a research outpost in a remote location.
+1@UnguidedCylinder
thank you kindlyYou don't need to send it twice...
@spefyjerbf What does "ninja edit" mean?
Also, this flying wing looks awesome.
+1Well... given that for small-angle approximation to work, there must be quite some difference between maximum thrust and maximum theoretical thrust (as in the maximum thrust the engines can possibly generate), is it possible to add another rotator to harness the extra thrust for boost/afterburner?
+1Gargant... As in the Warhammer 40K Gargant?
+1@SnoWFLakE0s I guess It might have something to do with my older building method (using intakes as muzzle) or perhaps a bug fixed quite a while ago. Now the gun is fine.
@SnoWFLakE0s Hmmmm... Strange. Is it because I was in a constant banking turn (trying to mimic the AC-130) that the gun failed? I'm quite sure that the recoil mechanism didn't work properly when I was firing. I need to re-check.
Sweet beans!@RailfanEthan
Also, congrats on gold!
I've tried placing the gun on an aircraftJust remember, it works great for planes aiming forward (as long as you aren't trying to fire something that fits better on a battleship from a fighter), but aiming the gun sideways like the AC-130 Spectre would for some reason make the recoil system fail. It seems that when the gun is aiming sideways from the direction of movement, the distance from the muzzle to the first bullet increased for quite a bit. I'm assuming the devs made this to allow high-speed crafts to use their guns without accidentally hitting themselves.I've started testing the same recoil mechanism quite an while ago (like since last October), and I'm now building something similar (a more modern AA gun w/ muzzle brakes and sadly without that much details b/c I'm less than creative), but I have to say that seeing people using this recoil mechanism make my heart flutter a bit.
Basically speaking, an SU-152 with the target profile of an KV-2?
Beautiful...
+1Other than the fact that the guns are wrong (I'm more than sure gatling guns don;t exist back then), nice build!
@Strikefighter04 Hopefully.
Who are those people in the audio background? Also, the plane looks nice, but the paintjob... is a pain to look at.
@MintLynx Well, there is no real limit on how you can XML anything - especially the size.
@CoolPeach Wait, no chaffs nor flares? So this jet came straight from the Viet War?
+3Also, I sincerely wished the ending to be the jet landing on the carrier...
Why is tracks a required mod? I didn't see any tracks anywhere in the pictures...
The ending is a bit anti-climatic, if you ask me... Awesome plane though.