Combined teaser for the anticipated H6K/H8K and a showoff of a new damage system for defensive bombers that works way better than the original imo. I switched from basic to explosive rounds a while ago, but I've realized that instant death the moment a single bullet hits you is dumb, so I switched back and redid every gun's damage in the series (I even made a database and everything for each specific gun type lol)
So, it should be more fun going up against the newer bombers once they come out, and I'll upload remakes (or update the FT) of the older bombers eventually, yey.
P-51 Here
Original H6K Here
.
Bye now
@GalacticaAsia the issue that I had with explosive rounds in general (with the scalar set that low) is that it was pretty inconsistent for some reason with SP builds. On some I tested they could survive a few hits, but on others, even if I put both scalars down to something like 0.00002, they’d blow up instantly, which is why I switched to basic just to be safe.
I’ll still keep this in mind for higher caliber weapons like 20mms and stuff, thank you!
@TemporaryReplacement since you're using cannons, if you don't want instant death when ammo is set to explosive; set explosionScalar to 0.2.
It also works with missiles, bombs, torpedoes, and maybe rockets(Haven't tested it yet.), by setting explosionScale to 0.2. I wouldn't recommend it though as it lowers their damage.
Cannons on the other hand have impactDamageScalar which is the damage they deal on impact, so I recommend setting explosionScalar to 0.2, as it doesn't impact how much damage the cannon deals that much. You can have explosive ammo and not insta-delete the enemy. This can be useful for tanks and warships.
@TemporaryReplacement Huh...
Then here's a pretty cursed idea: Just use missiles with terrible turn rate XD
I know it's countereffective but it would be hilarious
@TheUltimatePlaneLover I have tried that before, but the issue is the rotators on the guns, and the gun arc code for activation of the guns account for the original position of the cockpit, so if it moves at all in any direction, everything else is thrown off, and none of the turrets will actually be able to hit you
((Also the guns just seemed to not fire anyway, SP is weird when it comes to this stuff. It's why I have to use the cannon-missile thing to kind of "force" them to fire))
@TemporaryReplacement True...
I did have a crazy idea though. You said the guns (wing guns and miniguns, not cannons) only fire if the plane is facing the target, but what if you put the cockpit on one of the target-tracing rotators so, in spite of directional movement, the cockpit will always be facing the target?
@TemporaryReplacement True...
I did have a crazy idea though. You said the guns (wing guns and miniguns, not cannons) only fire if the plane is facing the target, but what if you put the cockpit on one of the target-tracing rotators so, in spite of directional movement, the cockpit will always be facing the target?
@TheUltimatePlaneLover yep, but I have to try and account for the many different builds that people may be using against these, so I can't assume that every build is gonna have CollionResponse set that way
@TheUltimatePlaneLover it is pretty funny, I was playing with these for the first time in a bit and only decided to do this change because I realized how fast they can actually kill you lol
Combined teaser for the anticipated H6K/H8K and a showoff of a new damage system for defensive bombers that works way better than the original imo. I switched from basic to explosive rounds a while ago, but I've realized that instant death the moment a single bullet hits you is dumb, so I switched back and redid every gun's damage in the series (I even made a database and everything for each specific gun type lol)
So, it should be more fun going up against the newer bombers once they come out, and I'll upload remakes (or update the FT) of the older bombers eventually, yey.
P-51 Here
Original H6K Here
.
Bye now
@GalacticaAsia the issue that I had with explosive rounds in general (with the scalar set that low) is that it was pretty inconsistent for some reason with SP builds. On some I tested they could survive a few hits, but on others, even if I put both scalars down to something like 0.00002, they’d blow up instantly, which is why I switched to basic just to be safe.
I’ll still keep this in mind for higher caliber weapons like 20mms and stuff, thank you!
@TemporaryReplacement since you're using cannons, if you don't want instant death when ammo is set to explosive; set explosionScalar to 0.2.
It also works with missiles, bombs, torpedoes, and maybe rockets(Haven't tested it yet.), by setting explosionScale to 0.2. I wouldn't recommend it though as it lowers their damage.
Cannons on the other hand have impactDamageScalar which is the damage they deal on impact, so I recommend setting explosionScalar to 0.2, as it doesn't impact how much damage the cannon deals that much. You can have explosive ammo and not insta-delete the enemy. This can be useful for tanks and warships.
T
T
@TemporaryReplacement It really would XD
@TheUltimatePlaneLover Unironically I think that'd work better than the guns lol
@TemporaryReplacement Huh...
Then here's a pretty cursed idea: Just use missiles with terrible turn rate XD
I know it's countereffective but it would be hilarious
T
@TheUltimatePlaneLover I have tried that before, but the issue is the rotators on the guns, and the gun arc code for activation of the guns account for the original position of the cockpit, so if it moves at all in any direction, everything else is thrown off, and none of the turrets will actually be able to hit you
((Also the guns just seemed to not fire anyway, SP is weird when it comes to this stuff. It's why I have to use the cannon-missile thing to kind of "force" them to fire))
@TemporaryReplacement True...
I did have a crazy idea though. You said the guns (wing guns and miniguns, not cannons) only fire if the plane is facing the target, but what if you put the cockpit on one of the target-tracing rotators so, in spite of directional movement, the cockpit will always be facing the target?
@TemporaryReplacement True...
I did have a crazy idea though. You said the guns (wing guns and miniguns, not cannons) only fire if the plane is facing the target, but what if you put the cockpit on one of the target-tracing rotators so, in spite of directional movement, the cockpit will always be facing the target?
@TheUltimatePlaneLover yep, but I have to try and account for the many different builds that people may be using against these, so I can't assume that every build is gonna have CollionResponse set that way
@TemporaryReplacement But if you set all the parts on a plane to
partCollisionResponse: None
, shouldn't it be immune to the defensives?@TheUltimatePlaneLover it is pretty funny, I was playing with these for the first time in a bit and only decided to do this change because I realized how fast they can actually kill you lol
T
@TemporaryReplacement At the same time though, instant death fun hehe
@TheUltimatePlaneLover lol
No more HE?
Insert that one megamind meme here
T