@spefyjerbf Yeah, for the old system will only go to full torque when you pull on the stick REALLY hard. I'll soon upload an update system with revised controls, systems, and hull shape. Also, just found out that cannons work fine in orbital velocities! Perhaps I'll make something like torpedoes (I personally call them "casters") then... Granted, bullets should still work as long as you set the gun to disableAircraftCollision = true...
@CenturiVonKikie Err... one thing: for it to be controlled like that, the lift engine stabilization have to go (so the hover engines will be only good for hovering now)... on a second thought, this also meant more simplistic code, so would that be actually better?
@spefyjerbf Which altitude and what speed? I mean, the codes for the Triassic Compensator (my bouquet of gyros) should not have problems whatsoever at high altitudes, although you do need to use a lot of input on the stick to reach full torque.
@CenturiVonKikie Yeah on a second thought a few codes on the gyros might need to be revised...
Also, the point about the Centauri Alpha is: in-game engines will not work a thousand miles above ground, but gyros do. I have working exoatmospheric engines (the "Spefy" impulse drives) to work with but not powerful RCS that would work regardless the drive is on or not, and that this plane is a VTOL so that the main engines can't stay on forever even in atmosphere, so for me a system that operates completely independent from engines is a better one.
@Treadmill103 Glad you liked it! I'm thinking about making it a heavy starfighter / strike craft with internal cannon/missile pod(s). My original idea for this is basically a hybrid between a hovertank and an orbital dropship, but for this to be the case some maneuverability needs to go (the design is supposed to be mid-late 21st century instead of 25th century, so the rotating rates need to decrease a bit). What's your opinion?
@Spefyjerbf
The Impulse drive is around two years old, back when we discussed about the impulse drive of the old Orbitas. The muzzleVelocity is set to 3E+10, so normal orbital velocities should not cause RIDs (Random Impulse Distortions) to occur.
Also, notice the gyros on the bow. Yes the ship is gyro-controlled but it is free on all three axis.
Hey Lynx, the ship is nice, but I have one quick suggestion: on your next turret, can you change the elevation code in to something like this? smooth(Pitch = 0 ? 0 : clamp(sign(Pitch), 0,1), abs(Pitch))
The thing is, because none of your weapons have depression angle and you set the min to zero on the weapons, the weapons have a nasty delay when full elevating the guns if someone accidentally pressed down button too much as the rotator still "thinks" that you are still bringing the gun "up" from its full depression. Still, the code does allow the guns to be all nice and level on startup, compared to the old "@Scharnhorst" code that I used on myownturrets for a few months now. And I might as well give credit for your code on my next turret(ed) build.
The "Scharnhorst" elevation code: smooth(clamp(Time( - Pitch>=0), -0.9667,0.0556),abs(Pitch)(VTOL+1)*0.5)
or in its generic form: Smooth(clamp(Bool, min, max), abs(input) * (sensitivity))
@spefyjerbf Actually I myself am still using gun-based ones; though I'm not really against cannons I still like guns better (for they have no ammo limit and largely because the Canis and Vira are the ones that led me to this game); that said, Nobody said I can't use a gun-based main drive and a cannon RCS... I'll try them out...
@SFNox Thanks for the upvote; yeah I'm just trying to keep track of my progress... and perhaps I'm a bit too full of myself on making my first funkytrees design that does not come from reverse-engineering. And also, what do you mean by "minor"?
@Treadmill103 Feel free to try her out! The prototype have full atmospheric flight capabilities now. She's still sluggish as hell, although that may change in later updates.
@Treadmill103 The thing is, the saucer is never meant to be alien... Yes it was inspired by them but under its lunar titanium hull lies a human heart. Halos would be useful for a true antigrav, I'm sure, but the thing is: this saucer is not. The three turbofans are the lifting engines that allowed it true VTOL flight. Granted, lights like that can be used for things like the main thruster and/or its exoatmospheric drives, but I think that's about it. Although... now I might make a "true" flying saucer based on this (or a similar) hull after its release that is set in a further out future built by a crazy inventor, and that will be a true antigtav.
@spefyjerbf One quick question: I did't quite understand what you meant by "accents"... Do you mean coloring or detailing by that? I'm a complete noob when it comes to something like that so I have no idea.
Part of me wonders if you are an Aboriginal Australian, and part of me wonders if this came from Nationstates, given their "default" flag is this...
Anyways, cool flag!
Is the nose a bit too long? Or is this meant to be slightly different from the model shown in the pictures? Anyways, this plane looks like a huge puppy and... can I pet him?
@spefyjerbf I don't even mean the impulse cores... Thits thing lags out the designer even after I removed the old impulse cores. Also, when I tested out a newer impulse core design on one of my own testbed airframes (a simple twinmotor light bomber with around 90 parts), it didn't lag out whatsoever. (although weird things do tend to happen when you fly too high, like the plane phasing out of itself and the like...)
For some reason my computer hates the design: when trying to mount my own impulse core on this thing, this thing lagged out the game for the umpteenth time even before I even connected anything with my own impulse cores. Makes me wonder what was going on in the early days of the game.
@spefyjerbf Yeah, for the old system will only go to full torque when you pull on the stick REALLY hard. I'll soon upload an update system with revised controls, systems, and hull shape. Also, just found out that cannons work fine in orbital velocities! Perhaps I'll make something like torpedoes (I personally call them "casters") then... Granted, bullets should still work as long as you set the gun to
disableAircraftCollision = true
...One quick question: which function(s) and variable(s) can be used for the ammo of countermeasures?
@DClass okay...
@CenturiVonKikie Err... one thing: for it to be controlled like that, the lift engine stabilization have to go (so the hover engines will be only good for hovering now)... on a second thought, this also meant more simplistic code, so would that be actually better?
@spefyjerbf Which altitude and what speed? I mean, the codes for the Triassic Compensator (my bouquet of gyros) should not have problems whatsoever at high altitudes, although you do need to use a lot of input on the stick to reach full torque.
@CenturiVonKikie Yeah on a second thought a few codes on the gyros might need to be revised...
Also, the point about the Centauri Alpha is: in-game engines will not work a thousand miles above ground, but gyros do. I have working exoatmospheric engines (the "Spefy" impulse drives) to work with but not powerful RCS that would work regardless the drive is on or not, and that this plane is a VTOL so that the main engines can't stay on forever even in atmosphere, so for me a system that operates completely independent from engines is a better one.
@Treadmill103 Glad you liked it! I'm thinking about making it a heavy starfighter / strike craft with internal cannon/missile pod(s). My original idea for this is basically a hybrid between a hovertank and an orbital dropship, but for this to be the case some maneuverability needs to go (the design is supposed to be mid-late 21st century instead of 25th century, so the rotating rates need to decrease a bit). What's your opinion?
@CenturiVonKikie
How's the plane? And also, how are the gyros?
@Treadmill103 Another update! Feel free to try her out! Also, should I keep the engine flight controls or should I go full gyro?
@Spefyjerbf
The Impulse drive is around two years old, back when we discussed about the impulse drive of the old Orbitas. The muzzleVelocity is set to 3E+10, so normal orbital velocities should not cause RIDs (Random Impulse Distortions) to occur.
Also, notice the gyros on the bow. Yes the ship is gyro-controlled but it is free on all three axis.
C H O N K
Hey Lynx, the ship is nice, but I have one quick suggestion: on your next turret, can you change the elevation code in to something like this?
smooth(Pitch = 0 ? 0 : clamp(sign(Pitch), 0,1), abs(Pitch))
The thing is, because none of your weapons have depression angle and you set the min to zero on the weapons, the weapons have a nasty delay when full elevating the guns if someone accidentally pressed down button too much as the rotator still "thinks" that you are still bringing the gun "up" from its full depression. Still, the code does allow the guns to be all nice and level on startup, compared to the old "@Scharnhorst" code that I used on my own turrets for a few months now. And I might as well give credit for your code on my next turret(ed) build.
The "Scharnhorst" elevation code:
smooth(clamp(Time( - Pitch>=0), -0.9667,0.0556),abs(Pitch)(VTOL+1)*0.5)
or in its generic form:
Smooth(clamp(
Bool
,min
,max
), abs(input
) * (sensitivity
))@spefyjerbf Actually I myself am still using gun-based ones; though I'm not really against cannons I still like guns better (for they have no ammo limit and largely because the Canis and Vira are the ones that led me to this game); that said, Nobody said I can't use a gun-based main drive and a cannon RCS... I'll try them out...
@DClass Yup, yup, yup, yup, no need to nag at me... Also, you can fly the prototype if you want, link is in the post.
@ArcturusAerospace Thanks!
@SFNox Thanks for the upvote; yeah I'm just trying to keep track of my progress... and perhaps I'm a bit too full of myself on making my first funkytrees design that does not come from reverse-engineering. And also, what do you mean by "minor"?
@Notaleopard Thanks!
@Grob0s0VBRa Thanks-Appreciated!
@Treadmill103 Feel free to try her out! The prototype have full atmospheric flight capabilities now. She's still sluggish as hell, although that may change in later updates.
@Spefyjerbf
Yes, I'll try my damndest to put an impulse drive on this thing after the controls are figured out.
@spefyjerbf Thanks.
@Treadmill103 The thing is, the saucer is never meant to be alien... Yes it was inspired by them but under its lunar titanium hull lies a human heart. Halos would be useful for a true antigrav, I'm sure, but the thing is: this saucer is not. The three turbofans are the lifting engines that allowed it true VTOL flight. Granted, lights like that can be used for things like the main thruster and/or its exoatmospheric drives, but I think that's about it. Although... now I might make a "true" flying saucer based on this (or a similar) hull after its release that is set in a further out future built by a crazy inventor, and that will be a true antigtav.
@spefyjerbf One quick question: I did't quite understand what you meant by "accents"... Do you mean coloring or detailing by that? I'm a complete noob when it comes to something like that so I have no idea.
@Treadmill103 @Spefyjerbf
@ArcturusAerospace Hokay...
@ArcturusAerospace What?
You. Should.
Also, is that weird Mechanicus "Archaeopter" a true ornithopter or just a traditional VTOL with folding membrane wings?
FIRST!
Part of me wonders if you are an Aboriginal Australian, and part of me wonders if this came from Nationstates, given their "default" flag is this...
Anyways, cool flag!
The front gear looks a bit... small...
Haven't you promised the previous one is the last one? Hmmm?
No worries bro, nice paintjob!
@Noname918181 Execute order 66?
@Milanesa np!
I'm now building my first tailless flying wing, the CCTW-A-A-01 "Nightstalker", with codes modified from this plane. Thanks!
The programming on the primary turrets is ingenious! Holy. Shit.
I'll make sure to give credit when I build my own battleship.
The paint style sorta reminded me of some older builds from @spefyjerbf. Not bad.
One of those that made Tread's designs look sane... Nice job still!
@SledDriver Yeah, we will make it through. Let's be hopeful, for it's the only thing we can do.
@SledDriver Alive? That's the best thing one can hope to be in this bleak year...
Hey Sled, good to see ya!
Hey Sled! Nice seeing ya!
Good to see ya again, Zhara!
Is the nose a bit too long? Or is this meant to be slightly different from the model shown in the pictures? Anyways, this plane looks like a huge puppy and... can I pet him?
Both armament are of allied origin, so West Germany I suppose?
Sled, just how many things can you make with airbrakes again? I guess the answer lies somewhere around "all of them", right?
Captain Joe? I mean, the cargolux and the 747...
When a Bell YMF-1 and a Heinkel He 111 fell in love and raised a child together...
All! Hail! The! Flying! Flapjack!
@spefyjerbf I don't even mean the impulse cores... Thits thing lags out the designer even after I removed the old impulse cores. Also, when I tested out a newer impulse core design on one of my own testbed airframes (a simple twinmotor light bomber with around 90 parts), it didn't lag out whatsoever. (although weird things do tend to happen when you fly too high, like the plane phasing out of itself and the like...)
For some reason my computer hates the design: when trying to mount my own impulse core on this thing, this thing lagged out the game for the umpteenth time even before I even connected anything with my own impulse cores. Makes me wonder what was going on in the early days of the game.