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
@Viperfox
- it is very heavy, has a lot of drag, is extremely big and is asymmetrical
- the loading animation is physics-based so the plane must be stationary AND level
- there is considerable recoil
- and you must have an empty space at the top and right for ejection of used shells
Verdict: you can use it on surface vehicles and airships, but not planes
You should try limited health parts if possible, they simulate armor better
So each of such a part has a health system like the interactive map assets (aa tank, destroyers etc)
Unless i make it
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
Pros use guns m8
@Viperfox no, because of the second reason
@destroyerP all the black stuff you see is 100% fuselage inlet
@Dllama4 now its going to rick roll you
You can with smoke trails mod
@Viperfox
- it is very heavy, has a lot of drag, is extremely big and is asymmetrical
- the loading animation is physics-based so the plane must be stationary AND level
- there is considerable recoil
- and you must have an empty space at the top and right for ejection of used shells
Verdict: you can use it on surface vehicles and airships, but not planes
@grtgmzlol the only things i can build this slow are cars, boats and gliders
@Amiller822 hi im level 30 and only have 1300 trophies (how is this possible)
@Destroyerz117 im sure people think im hacking
XD
@destroyerP im satisfied with an AI plane's part flying off and hitting me in dogfights
@Tully2001 yes this i know
You should try limited health parts if possible, they simulate armor better
So each of such a part has a health system like the interactive map assets (aa tank, destroyers etc)
Unless i make it
Why is this a limited speed race? Theres no point in that
@Tully2001 wheels still have a hitbox and drag, bumps and water still slow them down
Maybe race support for modded maps?
Lol