I have made one (four, actually) for an old simple project the Nimbus rotary rack bomber
My rotary racks use a fuselage block with bombs attached to it. It releases bombs and rotates the rack with an AG and VTOL or something else
Need a tutorial?
Try CoM shifting. It increases the effects of dead weight. Make sure the CoM is lower than the buoyant point on the hull. Alternatively, for multihulls or flat-bottoms, you dont have to do intensive modding
@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
@TemDesBur i was (probably) gonna make one too
Wow... i only have like 15
Because jelly (dont hate me pls)
I have made one (four, actually) for an old simple project the Nimbus rotary rack bomber
My rotary racks use a fuselage block with bombs attached to it. It releases bombs and rotates the rack with an AG and VTOL or something else
Need a tutorial?
A mix time lapse-voiceover tutorial is one of the best options
I like mondays, i post on sunday and see the ahem positive ahem feedback on monday
"Parshots"? Did you mean : parachutes
I am one of those guys who likes watching cr battles but dont play it
Lol no one is here
...
Wait... im here!
...
How is this possible?
...
What have i done?
Well good luck flying it!
Cool! Only thing is that the speed and meter angle are not inversely proportional to each other
Try CoM shifting. It increases the effects of dead weight. Make sure the CoM is lower than the buoyant point on the hull. Alternatively, for multihulls or flat-bottoms, you dont have to do intensive modding
@CaesiciusPlanes brake force is modifiable in the xml (for resizeable wheels only)
It would be the most unbalanced car in the game, no matter what its classified as
Also, have you heard about the new song coming to minecraft? Its not from C418 tho
@EternalDarkness @KDS @EliteIndustries1 im sure you can export it as a different file type and load it into a 3D printer
If you want to play minecraft in simpleplanes, you can...
Nope, that would be advertisement
@jamesPLANESii @destroyerP @Tully2001 but unfortunately, i am going to make it just a structure UNLESS special rotators come out...
@Tully2001 i know how to make them
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?
@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