25.3k Kendog84 Comments

  • (sound effect) Bullet Sound Effect 15 days ago

    Incredible, love it!

  • Question on auto credit system 20 days ago

    You can modify your airplane's data file (.xml), and edit the url field (copy-paste the URL of the predecessor build) and save the file. If you are on PC, you can do it by opening the file with notepad, and if u r on iPhone, there's an app that lets you move and edit docoments (I use use one called Document by Readdle).
    The part you want to replace is the six-letter part.
    .
    You may have moved on from this, so in that case I'm posting this for the benefit of others who sees this post looking for info.

    +1
  • ZSU-23-4 Shilka (AI Ground Target) 20 days ago

    Here's some quarks I've noticed/learned about this trick as I messed with this system. Might help people who want to build other AAA build for AI based on this build:
    .
    .
    -Gun seems to stop firing if the cockpit is moved too much after spawn. And once it stops firing, it seems they never fire again. So spawning the gun on moving objects such as USS Tiny or Beast makes it not work, at least on my game (latest iPhone 1.12.203).
    .
    I tried making a moving version of this AAA by combining it with 11qazxc's automatic gift truck, but couldn't get it to fire a single round for some reason. I gave up on the project, and later realized that even static versions stop firing when something moves the cockpit, or so it seemed. There might be a different, actual, precise cause for guns stop firing, but for the time being I presume this is the cause.
    .
    .
    -Gun and cockpit can be misaligned due to movement caused by rotators (seems to be a characteristic/bug of the game). When this occurs, naturally the gun becomes inaccurate as it always aims at a wrong spot.
    This can be mitigated by attaching a second cockpit to the base of the gun (in this case hull of the static vehicle), setting up Current Heading part variable of the second cockpit (by giving it a name), then modifying the rotator's FT by replacing all the Heading with the name for the heading variable of the second cockpit.

  • Ground Target - Freight Train (prototype) 22 days ago

    @DimitriIqbal91
    Thanks! And I did not think of that, I gotta try that. Seeing these fall seems fun lol

  • Ground Target - Freight Train (prototype) 22 days ago

    @Lwillswith2sentryguns
    Indeed I have returned.... and now, I, the King Kendog84 the third, hereby declare myself the second deputy Emperor! Muwaha.. waha... WAHAHAHAHAHAHAHAHA!!

    jk thanks lol Don't expect high output!

  • Ground Target - Freight Train (prototype) 22 days ago

    @AluminiumFX
    Thank you!

  • Ground Target - Freight Train (prototype) 22 days ago

    @LunarEclipseSP Imgbb, I'll check it out, thanks!

    +1
  • Ground Target - Freight Train (prototype) 22 days ago

    @Monarchii
    Nobody told me about the ritual! AUGHHH!!! (thrown off an aircraft, into kraken's mouth)

    +1
  • Ground Target - Freight Train (prototype) 22 days ago

    I did not expect this to push me past the 25k, but thank you all nonetheless for downloading, commenting, upvoting and highlighting.
    Happy Simple Planing!

  • [Target Airbase] BSAF 'Camp Poostein' v1 (700 parts) 22 days ago

    @Ye4567
    !https://www.simpleplanes.com/Notifications/View/51382749
    Here it is, I've included all wings as it was easier in a way. It says RF-84, but it's identical to my F-84's (G, I think). Flap is assigned to trim, and trim tabs are assigned to VTOL

  • [Target Airbase] BSAF 'Camp Poostein' v1 (700 parts) 22 days ago

    @Ye4567
    No, I don't mind, go ahead!
    I have actually built flyable versions before turning them static, but I never completed them. I'll link one here if I still have it somewhere, you may use that as the base, instead of one of those static models, if you like:)

  • Ground Target - Freight Train (prototype) 25 days ago

    Oh btw--is there a good alternative image hoster to discord? Thanks

    +1
  • HLC Plopter 2 months ago

    Five, six, seven, o, nine.

    +1
  • Say, do any of you have @Tsuchiisan's Old Build? 2 months ago

    @DatTrainGuy19
    My habit/policy to always include the name of the creator when saving a build has paid off:)

    +1
  • Say, do any of you have @Tsuchiisan's Old Build? 2 months ago

    @Monarchii
    Glad to be of service;)
    I couldn't find the Natter though, unfortunately. But if I remember right, I think it used sum(clamp01(condition)) (=shows/gives you the time since the condition is met in second) to limit its engine run time.
    Something like the following for engine activationGroup. Disables the engine 10 sec after AG1 is turned on.
    sum(clamp01(Activate1)) < 10

    +1
  • F-86 Sabre 3 months ago

    Looks good and very fun to fly! (even on smart phone!)
    Great build.

  • Sinkable ship damage model (buoyancy) - Description Redone! 3 months ago

    @Ceilies
    I assume you used an explosive cannon or one with high impactDamageScaler? System doesn't work with large explosion or too high an IDS due to the way the game works.

  • M103A2 Heavy Tank 3 months ago

    @UnidentifiedStapler
    Yeah, the hitbox thing happens when you change the Z scale of the wheel part. Enabling the built-in suspension fixes it (as long as the suspension values aren't too low). Drawback is that... you have to enable the built-in suspension.

  • [Updated Feb 7] Working cargo plane w tanks (WIP) - LC-166 "Mighty Hauler" STOL airlifter (w M103 & M113 APC) 4 months ago

    @ScoutTrooperGaming
    No problem!
    You need to disable AG8 & activate AG1, then lower the VTOL slider.
    Feel free to ask questions if you have more:)

  • [TGT_GROUND] 10cm Kanone 04 5 months ago

    (My comment got cut off, it was probably too long. Here's the rest:)
    But AI will stop firing the cannon under some conditions (I'm not sure what exactly are those conditions), and when it stops, you basically have to make it, the AI, repeat the process if you want it to fire a cannon again. And this is how my Missile & Rotator based bot trigger mechanism works. Every time AI stops firing its weapons (=not pressing down on the Virtual.. Insanity.. jk, FireWeapons button), missile re-activates, so AI can & will fire a missile again.
    Feel free to throw me more questions about this thing if you don't understand something about it. I try my best to explain it, but it's kinda convoluted and it can be hard to tell how well I'm explaining it.

  • [TGT_GROUND] 10cm Kanone 04 5 months ago

    @Monarchii
    Sorry for my late response chii, been kinda occupied.
    Anyhow, no problem at all:)
    .
    So, the radar-tator and the activation missile+the orange cannon are separate things.
    .
    "Radar-tator" is a mechanism which rotates the Cockpit (set as Primary) 360 degrees until it finds a target (and reset when it does). This is for helping the AI find a target. It's needed for "enemy AI turret" type builds because aggressive AI has a frontal field of vision that's probably less than 180 degrees (angle is based on the current heading of the main cockpit block) and only "sees" other active planes inside this cone. Only exception I know is when the AI gets locked-on by other active plane's missile from any angle, in which case it can "see" the threat and react to it.
    .
    .
    The orange cannon is a part of a mechanism which limits the maximum firing range (altitude & distance) of the flak gun. This is an optional thing, mainly for realism & (I suppose,) game mechanic.
    Basically, AI must keep firing a weapon/ (=a cannon) if you want it to keep firing/using a cannon. Meaning, if you give it only a cannon(s) that disables itself under certain conditions, it stops firing under said conditions, and it won't fire the cannon again. But you do want to disable the cannon under some conditions, so what you can do is to give it a fake cannon to replace the "real" cannons when the real ones are disabled.
    I think technically it's probably possible to give this function to the bot trigger missile, and remove the fake cannon, but I think that'll probably introduce some other nuisances.
    As for the trigger (Activation) conditions for the fake and real cannons, you just need to write an Activation FT for the real cannons as a Custom Variable (condition which activates the real cannons), and give the same variable to the fake gun as its activation FT except with an inverse function (=!).
    .
    .
    How AI uses cannons
    I should write a quick refresher on how AI uses cannons. Basically, AI never uses air-to-air weapons other than missiles (as weapons, using FireWeapons input) under normal conditions. (I don't think they ever use air-to-ground only weapons)
    But if it fires a missile that's AtA (including multirole), and "runs out" of that missile, AI switches to the next AtA weapon, while still pressing-down on the virtual FireWeapons button. And if the next weapon is a cannon, it continues to press down on the virtual FireWeapons button, which causes the cannon to fire. This is how AI fires a cannon (in current version of the game).
    B

  • [TGT] T2 Elkan Torpedo Boat MB-111 5 months ago

    @Monarchii
    Oh man, you made me brush heheh
    I'll be looking forward to seeing whatever you're cooking up... x)

    +1
  • [TGT] T2 Elkan Torpedo Boat MB-111 5 months ago

    You have every right to do things the way it suits you and at your own pace with this game & the site chii, I for one am just happy to see you around again:)

    +1
  • Civic Cruiser Police Car (Simplified Suspension) Ai Police 5 months ago

    @DatMaluchGuy19
    Whenever I got time & drive

    +1
  • Helicopter auto-landing test 5 months ago

    This is just sugo-incredible.

    +1
  • Civic Cruiser Police Car (Simplified Suspension) Ai Police 5 months ago

    @KSB24
    Since I've uploaded the flak cannon, I've learned that there's a much simpler, easier & cost efficient way of doing this (thanks to @PlanariaLab). All you have to do is, instead of detaching 1/3 of the total parts count, lose over 1/2 of the total (starting) wing area. Just one big wing on a detacher in other words. (you can scale down the wing part, of course) Just two parts!

    +1
  • Civic Cruiser Police Car (Simplified Suspension) Ai Police 5 months ago

    @DatMaluchGuy19
    Sure, you and me, or KSB and me?
    I should write a quick tutorial on how to remove marker at some point, it's pretty simple & useful.

    +1
  • F-112 Delta Spear 5 months ago

    Beautiful. Love the design.

  • Eden's Gate 6 months ago

    So cool!!

  • house o blocks 7 months ago

    Nice house!

    +1
  • FT Guided Bomb KLGB-500 7 months ago

    Another great FT weapon!

    +1
  • !Me-509 7 months ago

    Pleasant to fly even on smartphone, with nice turn rates and such (there are so many planes out there I can't fly on mobile). Nice build!

    +1
  • [AI] auto ejecting Wasp-B 7 months ago

    @MrCOPTY
    Not sure if this is the issue you are having, but there seems to be a bug where having "&" condition inside the activation FT of a parachute does something weird. When I used it (the & condition) trying to create a retardation/high-drag device for a bomb, game would alway glitch and became unplayable, spawning my aircraft some crazy distance below ground.

  • Lockheed AC-130H Spectre 7 months ago

    Love this! Camera aim and nice flight characteristics actually allow me to let it fly in circles and hit things on the ground. Well done.

    +1
  • Halcon J2 7 months ago

    Love the design!

  • [AI] auto ejecting Wasp-B 7 months ago

    When I saw the teaser, I speculated that this was using fuel tank and fuel percentage for the trigger, as I could get an auto-ejecting pilot with that method (which had big fuel tanks (capacity wise) in each wing, so when one of them gets destroyed, fuel percentage gets really low, which activates the detacher)... but wow, I didn't think it would be this advanced!! Great job!

    +2
  • Gun stabilizer Oct11-1 7 months ago

    @DatMaluchGuy19
    Thx lol
    Had to have something there to simulate the rolling/pitching motion, so I figured it may as well be a ship

    +1
  • B - 39 "Mallet" 7 months ago

    Love the design and functionality. The buikd quality/the finish is very nice, and it 'looks' and 'feels' like a medium bomber--which is one my favorite class of aircrafts!

  • Small and proud (Teaser) 7 months ago

    Looks great! Tag please, whenever it's out.

  • Gun stabilizer Oct11-1 7 months ago

    @Astro12
    Very true. I really needed something like this for a turret that uses autoaim (which is for AI) especially, since it can't even make a manual adjustment unlike a human player.
    .
    I was very lucky to come up with this method (using a secondary cockpit to get the data on how much the ship's roll angle--this is most likely not the first one to use it), since alternatives (like doing crazy calculation based on ship hull's heading, pitch/roll angle, turret rotation etc.) get pretty complex and way beyond my brain's computing power and math skill. lol

    +1
  • Frankenstein (The gauntlet challenge entry) 7 months ago

    Love this! It's kinda ugly as an aircraft (sorry, lol), but the build quality is very high.

    +1
  • [Target Airbase] BSAF 'Camp Poostein' v1 (700 parts) 7 months ago

    @WinsWings
    Thanks, that would make sense.
    I think I'll try to make each class of gun/cannon AA distinct in terms of their effectiveness, based also on era. Looking back, I've made the 85mm flak too capable in the tracking department (rotates too fast).

    +1
  • Demonstration of the operation of the FT Nuclear Landmine and Beam Turret, which are independent of the main Cockpit. TANK. 7 months ago

    @SILVERPANZER
    Thanks for tagging:)
    Yeah I am very much interested in this. I have some speculations on how this might work (in a very simplified way), but I'd love to see it for myself when it's uploaded.

  • Shin Godzilla 7 months ago

    Really cool build! I especially like the sequenced breath/laser attack. Tried it against some ground targets, and when the laser hit them, they'd just fly like a speck of dust brown by wind! Haha. Glorious stuff.
    .
    I got this issue though, on mobile version where the FireFuns button constantly flickers (perhaps due to something with activationGroups FT?) and never stayed on screen, which made it unable to use the laser. It was easily fixable though, with an extra hidden minigun or wing gun with burstCount of 1 and really long timeBetweenBurst. Not sure if it happens to others as well, but I thought I should let you know nonetheless.

    +1
  • AI flak gun - AA gun for enemy AI - demonstration 7 months ago

    @MACCOD
    Thanks, I hope they'll come out nice!

  • It’s all about the small details… 7 months ago

    Thanks for the tag, looking forward to seeing more!

    +1
  • [Target Airbase] BSAF 'Camp Poostein' v1 (700 parts) 7 months ago

    @WinsWings
    Mmm! I'm wondering if it's (it probably is) better to use machine gun parts for those. They are a bit more tricky to use though, and seems to have some limitations.
    https://www.simpleplanes.com/a/j40xqF/ZSU-23-4-Shilka-AI-Ground-Target
    Here's a working example of it, it's also one of my inspirations.
    If you don't mind me asking, do you know when the medium caliber AA guns were most prominent and when they were phased out? Stuff like 57mm guns.