Destroyer hull (base) was provided by ShiroNeko.
Auto aim & bot-uses-cannon-thing-missile were stole- I mean borrowed from winterro's USS Langley. This is a test/demo footage of the buoyancy based ship combat concept.
@DatMaluchGuy19
Use as in, use it in/as a basis for your build (& upload)? If you have the link to it, you can use it:)
Just give me the credit for the part I made.
If you don't have the link I'll upload the thing later (not sure if I can immediately)
YT description coppypasta
You hear those peashooters?
Yeah, those.
They are supposed to be 12cm guns.
Ahem.
Here I present you (probably not) the first ever recorded Naval battle in SimplePlanes history against an AI ship (=player built aircraft).
I'm doing these mock battles (in fact just started doing it) to see the problems and "bugs" that I have to squish.
Need for some kinda horizontal stabilizer for one thing. Ship rolls left to right when hit (yes, those peashooters do have a lot of impact force), and that really messes with the aim. I don't want to watch them shoot each other for 10 hours before one come out on top. And you don't either, do you?
We need to
-Shorten battle time (ie we need them to sink faster).
I have some possible solutions, but they all come with a downside.
1) lower hull HP
--ship becomes vulnerable to other kinds of attack, such as torpedo. And I wanna implement torps)
2) increase cannon (impact) damage
--giving more energy to the shell will make the roll much much worse. This will also make them physically push the ships, which looks (looked, I tested) really weird and unrealistic. If you increase ship's mass to counter this, it then messes up rotators, and turrets will become really wobbly.
3)...
4)Add a tiny bit of explosion damage
--No. explosion is weird and can't be controlled unlike impact damage.
5)Increase rate of fire
--Viable.
6)Fight closer to each other
--Also viable.
Combination of "lower HP" "Higher ROF" and "Closer shooting distance" may be the way to go. At least these are the ones I like.
Ingredients:
-Buoyancy based damage model ship
-Auto aim for the guns
-Bot Activator Missile (AI airplanes start using guns once they fire or run out of missile)
-Some love (aka blood and guts and other gross stuff we convince ourselves that we have nothing to do wi-)
Destroyer hull (base) was provided by ShiroNeko.
Auto aim & bot-uses-cannon-thing-missile were stole- I mean borrowed from winterro's USS Langley. This is a test/demo footage of the buoyancy based ship combat concept.
@DatMaluchGuy19
Use as in, use it in/as a basis for your build (& upload)? If you have the link to it, you can use it:)
Just give me the credit for the part I made.
If you don't have the link I'll upload the thing later (not sure if I can immediately)
@Kendog84 hey mate, can i use your police barricade? They look cool, and i do want to use it.
@Kendog84 AI PT torpedo boat.
multiple parts damaged
YT description coppypasta
You hear those peashooters?
Yeah, those.
They are supposed to be 12cm guns.
Ahem.
Here I present you (probably not) the first ever recorded Naval battle in SimplePlanes history against an AI ship (=player built aircraft).
I'm doing these mock battles (in fact just started doing it) to see the problems and "bugs" that I have to squish.
Need for some kinda horizontal stabilizer for one thing. Ship rolls left to right when hit (yes, those peashooters do have a lot of impact force), and that really messes with the aim. I don't want to watch them shoot each other for 10 hours before one come out on top. And you don't either, do you?
We need to
-Shorten battle time (ie we need them to sink faster).
I have some possible solutions, but they all come with a downside.
1) lower hull HP
--ship becomes vulnerable to other kinds of attack, such as torpedo. And I wanna implement torps)
2) increase cannon (impact) damage
--giving more energy to the shell will make the roll much much worse. This will also make them physically push the ships, which looks (looked, I tested) really weird and unrealistic. If you increase ship's mass to counter this, it then messes up rotators, and turrets will become really wobbly.
3)...
4)Add a tiny bit of explosion damage
--No. explosion is weird and can't be controlled unlike impact damage.
5)Increase rate of fire
--Viable.
6)Fight closer to each other
--Also viable.
Combination of "lower HP" "Higher ROF" and "Closer shooting distance" may be the way to go. At least these are the ones I like.
Ingredients:
-Buoyancy based damage model ship
-Auto aim for the guns
-Bot Activator Missile (AI airplanes start using guns once they fire or run out of missile)
-Some love (aka blood and guts and other gross stuff we convince ourselves that we have nothing to do wi-)