(Please forgive me if this has been posted already)
A Second Attach Point for Bombs, Missiles And Torpedoes
Anyone that has tried to make custom weapons in SP has experienced the frustration of having to sacrifice functionality for looks. Sure, you can hide munitions inside of fuselage blocks to create something that looks right, but then you'll have to use activation groups (or other inputs) instead of the built-in weapon control scheme. Don't even get me started on homing missiles or torpedoes, trying to modify their appearance is a just a mess.
So here's my ridiculously simple idea, just give explosives a second attachment point. This way, whatever you want to stick on to your bomb/missile/torpedo stays stuck to it when you launch the weapon. No need for activation groups or downloadable mods or janky glitch-based workarounds. Just a simple, clean method of modifying weapons.
The attachment itself would need to be a "normal" attach point (as found on fuselage blocks, etc.) as opposed to the "detacher" point that munitions already use. I also think the point itself would need to be located at the tail of the weapon for mass/drag symmetry and to keep the detonator clear.
So what are your thoughts? Did I overlook something? Would this impact your builds?
I think a seeker head part that we could link to wings the sane way we can link car engines to wheels. That way, we could make custom weapons (ie guided bombs) without using missiles, which either look good, but are absolute garbage, or they have a stupid smoke trail but work well
@SnoWFLakE0s No, not necessary at all. But I think that if it is as small a change as it seems (it could be very difficult for all I know) it could have an outsized QOL impact.
@F104Deathtrap
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Fair point. I'm just saying that it's not immediately necessary, as it is fairly easy to do these when you get used to them.
@SnoWFLakE0s Well I still find it arcane, unintuitive and not completely reliable. Adding an extra attach point to a handful of parts is a pretty minor change and I think it could open up some new possibilities.
@F104Deathtrap
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Detacher method has always been without AGs. That's the point.
Yep I agree @F104Deathtrap
@FairFireFlight I want to thank you for this and all the other How-To's you've done over the years. You're a very helpful person.
@SnoWFLakE0s I should have re-familiarized myself with the detacher method before posting. Does launching the weapon in question rely on activation groups (or other FT related inputs) or can it be used directly through the vanilla weapon selector system?
@CRJ900Pilot I toyed around with that method a year or so ago and it does kind of work. I think I recall some drawbacks but regardless, it would be nice to be able to have something more straightforward.
Good idea. It would make custom weapons much simpler and easier to build.
Unnecessary
attach missile to detacher + attach part to the back of the detacher = part stuck to the missile
No, with Funky Trees this has become incredibly easy. No need. Additionally, the old detacher method works fine.
i look silly in the upvotes section with the 4 platinum users then it's just me with the white rank
lol
yes
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Y E S
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very good! this would be amazing!!!!!!!!!
Use a detacher. Attach the weapon to very bottom of it, then attach whatever fuselage pieces to the back/flat surface of the detacher. Set all fuselage and details to 0 mass and drag, and it should work fine. Weapon will deploy the same way a stock one would. Check out the bombs on my P-51d-20 and see what I did there
@EternalDarkness
@TheSavageManZ
@AsteroidBook345
Interested in your thoughts here