Well how fast is it? seeing its catalog performance I'm not really impressed. With a power/weight ration of 3.7 and 66K drag, this thing probably won't even reach 500 km/h.
@mikoyanster Well at least your answer shows that it was NOT supposed to not attack me... I've noticed that it is sometimes possible to block enemy attack for some reason, perhaps by damaging the weapons module... Though I know it's not really reasonable to think that I disabled both the missile launcher and the AAA in one strafing run...
A few interesting addition:
1. after testing on my brand-new Me 262 HG III, I found out that the fuel consumption seems to be affected by the size (volume) of the engine, while the power is set by another coefficient. In other words, you can totally make a tiny engine with lots of power by using Overload. Then you'll have the most fuel-efficient super engine in the world.
2. Vanilla wing gun deals about 40 damage, and it seems that parts with fuel would be set on fire after taking more than 50-70 damage, and the fire would destroy the part if taking >80 damage. That's why vanilla guns almost always kills the part when successfully set it on fire, because if it set you on fire, it's definitely >80 damage.
3. If you are having problem with survivability, try connecting the parts in... weird ways. For example, if you make a layer of hollow fuselage outside your "real" fuselage, that would become a layer of armor (only works against guns though, because missiles would just blast through the whole thing).
4. USS Beast has 120000 HP, while USS Tiny has 60000, you can use this to test your guns.
Hmm, is it normal for the Tropical Fear (4th mission) to not attack me at all?
I didn't expect there to be a 3rd wave of enemy ships, so I had no choice but to engage with guns, and for some reason I never received any returning fire...
If I see something good, I upvote, but not necessarily download.
If I see something I want to play, I download, but that doesn't mean it's good enough for me to upvote.
So I can't really answer Q1.
For Q2 I'd say C. I spend most of my time dogfighting in game, but recently I began to build some new planes (though most of them are just modified versions of earlier planes)
I'm always thinking that there should be a third kind of them... semi-fiction, semi-historical.
For instance, there are some blueprint planes who basically NEEDs some fiction to just complete them. Or some designs that just doesn't work in SP's physics and had to be modified. Or, some designs that exist but failed both in reality and in-game, and had to be modified.
@Trainzo Thank you.
And I suddenly realized it was a correct choice to not use Cyrillic alphabet in the aircraft's name, because the system doesn't show it correctly.
A customizable HE autocannon (able to adjust explosive range, damage, firing rate, etc...)
A customizable AP autocannon (continues penetrating and potentially damage another block if the first block is destroyed while the shot still has excessive damage)
A large-caliber autocannon with a sound effect more fitting for slow-firing guns (to simulate very big guns like BK7.5 or M3 75mm gun)
A customizable mixed-belt autocannon (mixing HE and AP)
An altitude-fused bomb (so that it could detonate when hitting water or create an airburst bomb like MOAB or nuke)
Proximity fused bomb, rockets and guns
altitude-fused bomb to realize air-burst nukes and bombs that explode when hitting water.
more actionable part for large caliber guns (37mm+) right now I can only slow down the firing rate of MGs which makes them sound weird.
AP guns that damage a second block if it destroyed the first block with damage to spare. It is ridiculous to see a 3000 damage BK5 only able to shoot out one part of the enemy.
We have sonic boom mod, let's have a condensation cloud mod as well, so that all the 30G+ maneuvers actually look cool.
We actually have some destructable buildings, not many though.
The Ice Base, the windmills on Maywar and the 2 bridges in Krakaloa.
But I do agree we can have more.
Also can we have repair function? Land, park in a certain area and wait, and you'll have your damaged blocks repaired/reconstructed. Since ordnance count as blocks as well they can also be re-armed. I know you can use "restart here", but that would reset the whole map.
Right now if you want to destroy a whole fleet, you need to build a plane big enough to carry lots of bombs to sink them in one go, which is not realistic. I hope we can have a realistic RTB, repair/re-arm and re-engage mechanism.
Also please make altitude fuse possible, so that we can have accurate air-burst nukes and bombs that explode when hitting water.
Well how fast is it? seeing its catalog performance I'm not really impressed. With a power/weight ration of 3.7 and 66K drag, this thing probably won't even reach 500 km/h.
@BlueCitrus If they are to retain this as a feature I hope there's a way to control it, such as adding a visual lock switch and a reset button.
+1@mikoyanster Well at least your answer shows that it was NOT supposed to not attack me... I've noticed that it is sometimes possible to block enemy attack for some reason, perhaps by damaging the weapons module... Though I know it's not really reasonable to think that I disabled both the missile launcher and the AAA in one strafing run...
+1A few interesting addition:
+31. after testing on my brand-new Me 262 HG III, I found out that the fuel consumption seems to be affected by the size (volume) of the engine, while the power is set by another coefficient. In other words, you can totally make a tiny engine with lots of power by using Overload. Then you'll have the most fuel-efficient super engine in the world.
2. Vanilla wing gun deals about 40 damage, and it seems that parts with fuel would be set on fire after taking more than 50-70 damage, and the fire would destroy the part if taking >80 damage. That's why vanilla guns almost always kills the part when successfully set it on fire, because if it set you on fire, it's definitely >80 damage.
3. If you are having problem with survivability, try connecting the parts in... weird ways. For example, if you make a layer of hollow fuselage outside your "real" fuselage, that would become a layer of armor (only works against guns though, because missiles would just blast through the whole thing).
4. USS Beast has 120000 HP, while USS Tiny has 60000, you can use this to test your guns.
Hmm, is it normal for the Tropical Fear (4th mission) to not attack me at all?
+1I didn't expect there to be a 3rd wave of enemy ships, so I had no choice but to engage with guns, and for some reason I never received any returning fire...
If I see something good, I upvote, but not necessarily download.
If I see something I want to play, I download, but that doesn't mean it's good enough for me to upvote.
So I can't really answer Q1.
For Q2 I'd say C. I spend most of my time dogfighting in game, but recently I began to build some new planes (though most of them are just modified versions of earlier planes)
looks very similar to a J7W2 Shinden Kai (jet version of J7W shinden)...
@JDog3106 you mean the "copyright prototype" thing?
@JDog3106 uhh where did you post them? I can't find them in the mods section or planes section...
I'm always thinking that there should be a third kind of them... semi-fiction, semi-historical.
+1For instance, there are some blueprint planes who basically NEEDs some fiction to just complete them. Or some designs that just doesn't work in SP's physics and had to be modified. Or, some designs that exist but failed both in reality and in-game, and had to be modified.
@Trainzo Thank you.
And I suddenly realized it was a correct choice to not use Cyrillic alphabet in the aircraft's name, because the system doesn't show it correctly.
@Stormfur Yeah that's exactly what I hope for. in some circumstances you can even manage to land your otherwise doomed plane and repair it as new.
A customizable HE autocannon (able to adjust explosive range, damage, firing rate, etc...)
A customizable AP autocannon (continues penetrating and potentially damage another block if the first block is destroyed while the shot still has excessive damage)
A large-caliber autocannon with a sound effect more fitting for slow-firing guns (to simulate very big guns like BK7.5 or M3 75mm gun)
A customizable mixed-belt autocannon (mixing HE and AP)
An altitude-fused bomb (so that it could detonate when hitting water or create an airburst bomb like MOAB or nuke)
Proximity fused bomb, rockets and guns
These are going to be great.
it seems that the inlet area does not affect the effectiveness? so perhaps shrink them so small that nobody would notice?
Do you mean building planes or making mods/parts?
I have a longer parts wishlist than my plane wishlist.
We actually have some destructable buildings, not many though.
The Ice Base, the windmills on Maywar and the 2 bridges in Krakaloa.
But I do agree we can have more.
Also can we have repair function? Land, park in a certain area and wait, and you'll have your damaged blocks repaired/reconstructed. Since ordnance count as blocks as well they can also be re-armed. I know you can use "restart here", but that would reset the whole map.
Right now if you want to destroy a whole fleet, you need to build a plane big enough to carry lots of bombs to sink them in one go, which is not realistic. I hope we can have a realistic RTB, repair/re-arm and re-engage mechanism.
Also please make altitude fuse possible, so that we can have accurate air-burst nukes and bombs that explode when hitting water.
+3