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Things I've learned today....

1,654 FlyOnTheWall  7 days 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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    @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.

    4 days ago
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    1,654 FlyOnTheWall

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

    5 days ago
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    1,654 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....

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

    +1 5 days ago
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    1,654 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 6 days ago
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    @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?

    6 days ago
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    1,654 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.

    6 days ago
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    I don't follow. What are you testing?

    +1 6 days ago
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    1,654 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.

    6 days ago
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    @FlyOnTheWall To do what?

    +1 6 days ago
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    1,654 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.

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

    +1 6 days ago
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    1,654 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.

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

    +1 7 days ago
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    1,654 FlyOnTheWall

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

    7 days ago
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    1,654 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.

    7 days ago
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    1,654 FlyOnTheWall

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

    7 days ago
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    1,654 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.

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

    +1 7 days ago
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    You can use overload to set the mass of your fuel tanks to 0

    +1 7 days ago