I doubt if the targeting system actually calculates the lead of the beam. Yes, I know IRL lasers don't really need to calculate something like that; also yes, you can't actually make the beams go 3e+8m/s without the game failing to render the beam beyond the first "bullet" out of the muzzle.
@ZoaMiki Wait what? Last time I checked the HPM Wolfpaws (read: nuclear micro missiles) are short-range (about 20s of burn time) missiles with around 1700m/s of delta-v...
Damn, just... damn. Still didn't quite figure out why the pusher design, though... Unless the Germans in the fictional timeline has already got good ejection seats, this thing is bound to cause some problems in the long run...
... ofc given the Do335 was designed to jettison the prop assembly plus the tail fin with explosive bolts, pushers are probably less of a big deal...
She's... beautiful... The old one looks good, but this one... she... she's a masterpiece of dieselpunk beauty. Those curves, those guns, damn... just damn.
@RolandTelmsFrossag It's not my design? Sadboye is pretty much a living god for Sci-fi designs, and Avalon is no slouch either. All I did was literally two lines of code on the AA turrets.
Begone, foul abominations of the plague god! [* Opens fire with purification intent *]
.
..
... Yes that's a WH40k reference. And also yes, the intakes looks rather... unnerving, at least to me.
This one, if properly mirrored, looks like some sci-fi fighter that could exist in some anime or something..... not sure how nicely it would fly, though.
@MDDJB So... I'm assuming the proper "battleships" in your world is something armed with main calibers well over 20 inches, weighs a couple hundred thousand metric tonnes in displacement, crewed by a full dozen thousand crew members, and have their own hydroponic farms for food production?
@BreadDoBeKindaSus Well, I'm now following you so perhaps no need for that? (And I'm pretty sure I used to follow you a while ago, not sure why I un-followed you but apparently I missed out a lot)
@Diloph
Install two intakes in the fuselage, remove the engines on the bombs, and problem solved.
.
The thing is that in-game air does not pass through pylons, detachers, rotators, or wings. And as you had two engines in the fuselage that needs intakes (the low bypass turbofan and the VTOL engine), you need two or more intakes.
@Formula350 So the point is that I tried putting the cockpit on the edge of fuselage blocks, nothing weird happened beside the tank now yawing/turning a bit while the gyro-locked turret didn't thus spoiling the aim. But for the coding part... I'm equally bad (if not even worse) at math, but IIRC the first number after pow should be somewhere near 1250 (the muzzle velocity of the guns)? Other than that the coding is equally incomprehensible to me as it is to you.
@Formula350 For some reason I didn't manage to replicate the effect of "If the part that the cockpit is attached to is rotated".
You sure the hull itself didn't move/rotate after loading (which I did notice) and that the your craft/cockpit is pointing exactly at 000 degrees, with no bank and/or pitch angles?
@Formula350 I think I've already told you about the cockpit thing.... The thing is, Jundroo's system is simplistic - and perhaps overly so. One would've thought the target data would be relative to the plane doing the aiming? Wrong! The coordinates are absolute for it's based on the relative coordinates of the plane(s) as "viewed" by the computer! And thus I'm pretty sure there will never be any localized FCS....
.
"High" as in "10 meters higher than the target"? 'Cause the gun is mounted about 10 meters above the cockpit.
.
Wait, I haven't noticed the part about a cockpit WITH rotation on all three axis being zero causing any guns to aim off by the rotation angle of the part the cockpit is mounted on...
@IceCraftGaming Fastest updoot in the...
I doubt if the targeting system actually calculates the lead of the beam. Yes, I know IRL lasers don't really need to calculate something like that; also yes, you can't actually make the beams go 3e+8m/s without the game failing to render the beam beyond the first "bullet" out of the muzzle.
And here I thought sum(
input
) >=[insert the delay needed]
works equally as well.Here are a few of my projects done using the principle.
I'm assuming that the
sum
function added in later versions made this largely redundant?From Amerika Bomber to American bomber, I see...
@ZoaMiki Wait what? Last time I checked the HPM Wolfpaws (read: nuclear micro missiles) are short-range (about 20s of burn time) missiles with around 1700m/s of delta-v...
f I r S t
Damn, just... damn. Still didn't quite figure out why the pusher design, though... Unless the Germans in the fictional timeline has already got good ejection seats, this thing is bound to cause some problems in the long run...
... ofc given the Do335 was designed to jettison the prop assembly plus the tail fin with explosive bolts, pushers are probably less of a big deal...
@Ownedpilot Damn, wish you success both in SP and IRL!
@Ownedpilot Hey, good to see you're still here! How's it going these days?
She's... beautiful... The old one looks good, but this one... she... she's a masterpiece of dieselpunk beauty. Those curves, those guns, damn... just damn.
"Couldn’t find the OG creator"
.
The site literally shows the OG
Does this plane have an ejection seat? At least I hope so...
@Masonwwwwww Same here.
@Masonwwwwww That ol' Bulldog? Yeah, pretty much.
@RolandTelmsFrossag It's not my design? Sadboye is pretty much a living god for Sci-fi designs, and Avalon is no slouch either. All I did was literally two lines of code on the AA turrets.
@RolandTelmsFrossag What, exactly, is pretty good for this minor fix of someone else's build? You're welcome either way.
@MrPanzer A twenty-one gun salute from lil' Piorun, eh? (ORP Piorun have 6 4.7" guns and a 4" gun so 3 salvos = 21 shots)
.... and here's my preemptive congrats on gold.
Begone, foul abominations of the plague god!
[* Opens fire with purification intent *]
.
..
... Yes that's a WH40k reference. And also yes, the intakes looks rather... unnerving, at least to me.
Thomas here, ready to rock and roll.
This one, if properly mirrored, looks like some sci-fi fighter that could exist in some anime or something..... not sure how nicely it would fly, though.
Is it just me... or am I the only one who finds this particular Echostar the most attractive one among all designs...
Well, fitting that a foxgirl makes a beautiful plane called the Vixen...
@Grob0s0VBRa Probably a misspelling of "commenting"?
@Gx
@ZoaMiki Thanks... Although I just did a minor fix...
You might want to hear about the Sea Dragon, a monstrosity only the 60s' America could envision...
'Gratz on platz!
Such a beauty.... also, no guns?
Smol B-17
Good to see you again!
@DrenasPort I thought only Avalon and Sadboye would say thanks to me fixing their tank? You're welcome anyways.
Farewell. Take your well-earned break. May the trade winds be always on your side. We'll patiently wait for your return.
... and Godspeed.
@MDDJB So... I'm assuming the proper "battleships" in your world is something armed with main calibers well over 20 inches, weighs a couple hundred thousand metric tonnes in displacement, crewed by a full dozen thousand crew members, and have their own hydroponic farms for food production?
A heavy cruiser with 15" main battery? Wouldn't that make it a battlecruiser?
Who's a good boy? Who's a good boy?
Is that... a jet P-51?
@BreadDoBeKindaSus Well, I'm now following you so perhaps no need for that? (And I'm pretty sure I used to follow you a while ago, not sure why I un-followed you but apparently I missed out a lot)
@BreadDoBeKindaSus WDYM?
Also, here is my personal fix for this flyer.
@Diloph
Install two intakes in the fuselage, remove the engines on the bombs, and problem solved.
.
The thing is that in-game air does not pass through pylons, detachers, rotators, or wings. And as you had two engines in the fuselage that needs intakes (the low bypass turbofan and the VTOL engine), you need two or more intakes.
Holy... It's... beautiful...
Dammit Grobs... That's first, some quality engineering, and second, funny AF...
@Formula350 So the point is that I tried putting the cockpit on the edge of fuselage blocks, nothing weird happened beside the tank now yawing/turning a bit while the gyro-locked turret didn't thus spoiling the aim. But for the coding part... I'm equally bad (if not even worse) at math, but IIRC the first number after
pow
should be somewhere near 1250 (the muzzle velocity of the guns)? Other than that the coding is equally incomprehensible to me as it is to you.@Formula350 For some reason I didn't manage to replicate the effect of "If the part that the cockpit is attached to is rotated".
You sure the hull itself didn't move/rotate after loading (which I did notice) and that the your craft/cockpit is pointing exactly at 000 degrees, with no bank and/or pitch angles?
@Formula350 I think I've already told you about the cockpit thing.... The thing is, Jundroo's system is simplistic - and perhaps overly so. One would've thought the target data would be relative to the plane doing the aiming? Wrong! The coordinates are absolute for it's based on the relative coordinates of the plane(s) as "viewed" by the computer! And thus I'm pretty sure there will never be any localized FCS....
.
"High" as in "10 meters higher than the target"? 'Cause the gun is mounted about 10 meters above the cockpit.
.
Wait, I haven't noticed the part about a cockpit WITH rotation on all three axis being zero causing any guns to aim off by the rotation angle of the part the cockpit is mounted on...
Tom's here!
Atlas, are your drone units standing by in the upper atmosphere?
Do-38? P-335?
Battleship on land, eh?
.
.
... Unleash 19 barrels of hell!
.
.
... the flak cannon on top of the turret needs some rework, though...