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Things I've learned today....

2,353 FlyOnTheWall  one month ago

You cannot make effective boats while using torpedoes for Propulsion. They eventually stop moving. (I guess fuel depletion?)

-- Do you want the Fuel but not the weight?--

Build your craft. Add cameras to it. Then.
Place a fuel tank off to the side and make sure it isn't attached to the craft. Overload it to high fuel and capacity values. (Keep the numbers the same).
Place your Cockpit on top of the fuel tank.
Load the level and switch to your added camera view. Take off and enjoy the long flight.

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    1,980 Subsere

    @FlyOnTheWall I see. Good luck in your endeavours.
    I was also away for a long while. At least I'm better than when I left.

    one month ago
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    2,353 FlyOnTheWall

    @OrangeConnor2 check out some of my wild ideas I've posted on this account.

    one month ago
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    2,353 FlyOnTheWall

    @OrangeConnor2 it's been on and off probably since somewhere around the time the game came out. I wasn't into pushing limits for a while but now that I'm older, well....

    one month ago
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    1,980 Subsere

    @FlyOnTheWall I see. How many years?
    I have no idea how dev console works, so you’re on your own.

    +1 one month ago
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    2,353 FlyOnTheWall

    @OrangeConnor2 I've played for years. Just decided to make an account.
    In dev console the water has drag, density, and angular drag metrics. I don't remember the exact setting but I set something like isTrigger() with the water to false and it caused all of my submerged objects to rise above the surface and sit on top like it was solid, and they didn't fly up, it was a slow gradual ejection from subsurface.

    I'm actually on this one main mission to figure out what needs to be altered to allow the main camera to go below the surface of the water. Im assuming dev console is the key but I haven't had any affect despite what I've tried. However the expression from the post on the dev console that lowers the water level, it gave me an extra 25' or so below what would have been the surface before it auto switched to orbit.

    +1 one month ago
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    1,980 Subsere

    @FlyOnTheWall In all my years of play nothing has lead me to believe that. Water isn't solid, no matter how hard you hit it. It's more a form of extreme drag.
    On that note, I'm not sure if water can do damage to flexible parts.
    How long have you played for?

    one month ago
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    2,353 FlyOnTheWall

    @OrangeConnor2 sorry. I know we were on a different subject but I had a side thought and wondered if the water surface or density was enough to explode a bomb on impact. Testing whether or not the torpedoes and dummy bombs were similar.

    Testing: I strapped 4 jet engines to a Torpedo and separately to a dummy bomb. Fired them both full throttle from 15k alt. Into water surface. No reaction from either.

    one month ago
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    1,980 Subsere

    I don't follow. What are you testing?

    +1 one month ago
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    2,353 FlyOnTheWall

    @OrangeConnor2 to see if there is a force factor due to density on the water surface. Like how water is like concrete if you jump from high enough. I've had planes skip like rocks on the surface. So I wonder if it can activate the impact based bombs.

    one month ago
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    1,980 Subsere

    @FlyOnTheWall To do what?

    +1 one month ago
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    2,353 FlyOnTheWall

    @OrangeConnor2 by what I've been able to tell at the surface level of the xml, it doesn't seem to resemble them. It seems more akin to a dummybomb that has a subsurface depth limit.
    I wonder if it has a sheer contact explosion point. I'm going to strap some jets on a Torpedo and dummy and fire them hard and fast into the water surface.

    one month ago
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    1,980 Subsere

    @FlyOnTheWall hm, interesting. So it doesn’t mirror missiles that closely.

    +1 one month ago
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    2,353 FlyOnTheWall

    @OrangeConnor2 yes I frequently have simple cheats open on my other device while playing and I have a gemini model trained on all sp docs I could find, that helps me write expressions and modify xml.

    one month ago
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    1,980 Subsere

    @FlyOnTheWall Did you check a resource? Many value types don’t show unless they’ve been entered manually. Hidden by default.

    +1 one month ago
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    2,353 FlyOnTheWall

    My main goal rn is trying to find the option in the dev console to allow the camera to go subsurface when underwater.

    one month ago
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    2,353 FlyOnTheWall

    @OrangeConnor2 I checked Overload and there wasn't any way to extend the fuel cap. Most likely a hard file edit would yield a further detail of parameters. Not something I plan to pursue, just had a random wonder.

    one month ago
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    2,353 FlyOnTheWall

    I also learned that there is no distance cutoff for the satellite fuel tank.

    one month ago
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    2,353 FlyOnTheWall

    @jamesPLANESii yes that is true which I have done, but the fuel depletion unbalance factor doesn't happen and there is no drag calculated on the mass and you can have billions of gallons. Lastly, if you set multiple aircraft to different activation groups then you can fly each separately and share one fuel source.

    one month ago
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    1,980 Subsere

    I’d be surprised if there isn’t an XML property for torpedo fuel time.

    +1 one month ago
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    You can use overload to set the mass of your fuel tanks to 0

    +1 one month ago