@ChiChiWerx remember attach points on shocks and pistons are weak. I kinda got around it by having two connected via fuselage blocks, which have very strong connections, but my thing weighs only 12000 lbs
@Pyroplane to build an effective holder, you need to make a space big enough for a missile but small enough so it wont move about and explode. The missile should be right up to the front inner surface of the pod but not touching it. And also keep the back open so the missile will fall out by itself once its fuel is used up
@FasterThanLight if you check, one of the fuselage parts on the bottom (fake driveshaft) has dead weight on it. The effect is further multiplied by a shifted CoM
@EliteIndustries1 i use a simple direct shock-to-wheel system, no hinges. But the difference is that there are two springs instead of my usual single-spring setup to maintain ride height better
@Alienbeef0421 not sure how to help then, or you can try this:
By creating a missile thrust pod:
1. Build out the pod, big enough to contain a missile yet just small enough so it fits the missile perfectly. Mass scale if pod is too heavy
2. Put a detacher in it, and then a missile on the detacher. Use a small scaled detacher and remove its collisions. But do not remove collisions for the missile.
3. Connect pod to detacher.
4. Connect Boom 50 to pod. Disable its collisions and nudge
5. Test. Note that this requires two activation groups
By fabricating new attach points:
1. Connect the boom 50 to a detacher of your choice
2. Grab a missile from the part selector, but don't connect it to your creation
3. Go to the xml file and create 2 new attach points; one for the missile to the detacher and the other for the missile to the boom 50
4. Use fine tuner to move the missile into the boom 50
5. Test. Remember to make the detacher use activation groups.
Note: if the boom 50 is too heavy, the missile cant fly. Mass scale the boom 50
@Joco80 it happens every time if I nudge the missile away from its original spot on the detacher
Recently I use an exposed detacher system (those protrusions on the top)
I put the missiles on the detachers but not nudge them into the pod yet
Lastly I nudge
In the XML file there is a section called Connections
Each section shows the part IDs of both parts involved in the attach point and the type of connection (this only matters for certain parts like detachers)
If you want to create new attach points or delete faulty ones, first use Overload to find the part IDs
Find the connection using a Find Text function, or if making a new one, copy EXACTLY the format of other attach points
Since it is an XML file, it should be easy to fill in the blanks with the right numbers
Tank and heli model looks too realistic, i bet its from some other game
Rip
Hope its not a wip
If you need to do modding not with finetuner or overload, keep backups
@ChiChiWerx remember attach points on shocks and pistons are weak. I kinda got around it by having two connected via fuselage blocks, which have very strong connections, but my thing weighs only 12000 lbs
[click](www.simpleplanes.com)
Shows 'click' as clickable text and brings people to simpleplanes.com
click
I have been featured just once... but then the video was deleted
@spefyjerbf will you try to make it for android?
@Pyroplane to build an effective holder, you need to make a space big enough for a missile but small enough so it wont move about and explode. The missile should be right up to the front inner surface of the pod but not touching it. And also keep the back open so the missile will fall out by itself once its fuel is used up
You need to make a pod for it
@FasterThanLight if you check, one of the fuselage parts on the bottom (fake driveshaft) has dead weight on it. The effect is further multiplied by a shifted CoM
Whenever i spawn a plane it ends up in the water before i can shoot it down. Maybe they are smarter than we think
And i am one of them!
@Enderkole vtol engine plus gyros OR specially scaled wheels
@Alienbeef0421 because i dont know, i have never tested custom missile designs before
@EliteIndustries1 i use a simple direct shock-to-wheel system, no hinges. But the difference is that there are two springs instead of my usual single-spring setup to maintain ride height better
@Alienbeef0421 not sure how to help then, or you can try this:
By creating a missile thrust pod:
1. Build out the pod, big enough to contain a missile yet just small enough so it fits the missile perfectly. Mass scale if pod is too heavy
2. Put a detacher in it, and then a missile on the detacher. Use a small scaled detacher and remove its collisions. But do not remove collisions for the missile.
3. Connect pod to detacher.
4. Connect Boom 50 to pod. Disable its collisions and nudge
5. Test. Note that this requires two activation groups
Finaly, we dont have to look for firewood or bring portable stoves anymore
By fabricating new attach points:
1. Connect the boom 50 to a detacher of your choice
2. Grab a missile from the part selector, but don't connect it to your creation
3. Go to the xml file and create 2 new attach points; one for the missile to the detacher and the other for the missile to the boom 50
4. Use fine tuner to move the missile into the boom 50
5. Test. Remember to make the detacher use activation groups.
Note: if the boom 50 is too heavy, the missile cant fly. Mass scale the boom 50
How do you know about 3 (if it is right)?
*Krakabloa
@destroyerP not sure, could be:
- Alstom Metropolis C380
- Alstom Metropolis & Shanghai Electronic C380C
- Alstom Metropolis C751A
- Alstom Metropolis & Shanghai Electronic C751C
Now you can track me
And i thought the sound recorder was off
@EliteIndustries1 wow, i cant control any vtols without gyros
@EliteIndustries1 nice, does it have any gyros?
@MrMecha nope took less than 20 min, i write more in my plane descriptions which can take over 30 min
+2And the entire story is based off the video
@Killjoy543 ok, i will post an unlisted version without the gyro and attached rotators
Here:
https://www.simpleplanes.com/a/SI4u5n/Gyrotator-Unmodded
@Ian1231100 its there under required mods
What are those
@Joco80 you cant change it, but massScale seems to affect missile acceleration
@Alienbeef0421 @Gemista thanks
@Joco80 it happens every time if I nudge the missile away from its original spot on the detacher
Recently I use an exposed detacher system (those protrusions on the top)
I put the missiles on the detachers but not nudge them into the pod yet
Lastly I nudge
Looks like someone builds missile launchers too :)
I would prefer a more realistic cabin though
Rip whoever is inside lol
@LiamW @Tully2001 you might need to create new attach points
An Android version
@MrMecha what do they mean
K done
@Modderman123 go read it up
Please provide the engine :)
For custom cockpits including hud screens, try the camera instead of a tiny cockpit
Do trial and error. Its how i find these stuff too
@MechWARRIOR57 study the format of the attach points in the .xml file, copy and paste, and swap the numbers and attach point type to those you require
@Alienbeef0421 @Tully2001 @Feanor jelly is going to kill himself soon, since he has some good friends
The pic on the right is a bit off
@PhantomBladeCorp write the desc in a .txt file or anywhere else you can get to, then copy and paste
Improve floating of pontoons:
- increase buoyancy of fuselage piece (you can do so above 100% if needed)
- add dead weights to the pontoons
Cant help you now since im working on something
@TheDoodleBanger you can see this effect when playing around with low muzzle speed guns
Wasnt expecting a somewhat mobile friendly build from a mod lol
@Visify drag imbalance on both sides, even when parts on both sides are the same/ mirrored
@KDS there are lots of them, just search