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New Technologies: impactForce applications, realistic firearms/artillery

67.1k SnoWFLakE0s  5.6 years ago
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    @JohnnyBoythePilot yes. Rocket Pods seems to be the only effective weapon to be used. Which is not that bad. Missiles is also a nice feature but the fact that it still relies on the cockpit to lock on removes the missiles function. Haven't experimented on UAVs yet but I tried it on UGVs and it seems to work fine. Mostly I make stationary turrets so maybe I don't how well it will do in flight. Maybe with a little bit of experimentation you'll get it to work well haha.

    +1 5.5 years ago
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    @EliteArsenals24
    Although this is mainly for a user-controlled air-launched UAV. I'm developing another form of air-launched UAV's in the form they are "AI guided" and redirectable to various targets, sort of like my CIM-125 Killspeed HVMM's. Except they have a laser mounted on the nose that you manually fire before it hits the target so you can use the drone again for another target. It's a pretty neat concept, and I did it with my QF-85 Goblin II drone, but it was an "after thought" with the QF-85, and with AI guidance, doesn't perform very good. So I'll be making a dedicated AI-controlled, redirect-able drone design instead that will sort of resemble the real-life Gremlin drones, or perhaps the Weapon drones on the RAVEN from AC7.

    5.6 years ago
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    @EliteArsenals24
    Yep I already read it and experimented with one of my UAV's and a mother ship for a little. I'm not sure about bombs yet, but rocket pods are really the only useful thing I could have on the air-launched UAV other than guns/lasers. The fact I can only use 1 missile kind of kills the purpose of the UAV having missiles; might as well just have it be a missile then. Unless I want the UAV to have bombs or rocket pods (which I found you can have multiple rocket pods functioning), I think'll I'll just stick to the normal detacher, but the forced detacher does give some more options. I also put a magnet on my UAV and was successful at "docking" it back to the mothership aircraft. Although one serious flaw I found using the forced detacher, at least with the UAV I was using, was that the UAV would gradually lose control effectiveness to the point it just wants to pitch down unresponsively. I haven't found this issue with the normal detacher. I've been experimenting with concepts like these cause I want to make a dedicated recoverable air-launched UAV/UCAV/drone that can be used for recon or offensive roles, particularly with a laser or camera mounted on the nose.

    5.6 years ago
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    @JohnnyBoythePilot Here be sure to read the instructions first haha. It is a great use for drones but there are some disadvantages. I mainly use it to make deployable turrets but I am planning to make a UGV and a UAV.

    +1 5.6 years ago
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    @SnoWFLakE0s
    Nvm I googled "forcedDetachment SimplePlanes" and found the post, which turns out it was this 10-month old post he made. But thanks for the pointers anyways!

    5.6 years ago
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    @SnoWFLakE0s
    Oh that was him who invented/discovered that? I kind of figured it might have been him but I couldn't find a forum post made by him about the subject; that or he deleted it. But thanks a lot!

    5.6 years ago
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    67.1k SnoWFLakE0s

    @JohnnyBoythePilot Not me, but @EliteArsenals24 can help you achieve that purpose with his forced detachment method.

    5.6 years ago
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    @SnoWFLakE0s
    Hey were you the one who came up with an idea on how to prevent detached objects from becoming dead (unable to use missiles or bombs on said detached object)? I'm trying to search for this user that I remember made a forum post this week or last week on how to essentially make a drone that detaches from your plane, and the missiles on the drone can be used, which normally the missiles would be dead and unusable.

    5.6 years ago
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    67.1k SnoWFLakE0s

    @Killjoy876 Implementation has already been done though. Check my build. Although, miniaturization is slightly more difficult. Currently semi-auto has been done, I'm seeking ways to create full auto.

    5.6 years ago
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    1,094 Killjoy876

    True, but it’s buggy, it fails, it’s impossible to implement without a god level of skill and time....@SnoWFLakE0s

    5.6 years ago
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    15.8k Stormfur

    @SnoWFLakE0s ok

    5.6 years ago
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    67.1k SnoWFLakE0s

    @Stormfur It's a part of the breech assembly in the resulting build of this technology. Go rip it from there.

    5.6 years ago
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    15.8k Stormfur

    could you leave a link for the barrel?

    5.6 years ago
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    67.1k SnoWFLakE0s

    @Killjoy876 then again, I can't do cool stuff like this then.

    5.6 years ago
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    1,094 Killjoy876

    It would be real nice if SP just gave us the large caliber guns we’ve been asking for years

    5.6 years ago
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    17.4k NFIGMT

    @SnoWFLakE0s yep

    5.6 years ago
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    67.1k SnoWFLakE0s

    @NFIGMT This is only a proof-of-concept! I'm working on a building and trying to improve reliability issues for now. If you would try to have a try at improving my current system, I can give you a link. Please respond if you would like so.

    5.6 years ago
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    17.4k NFIGMT

    Link!

    5.6 years ago
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    Noice @SnoWFLakE0s

    5.6 years ago
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    67.1k SnoWFLakE0s

    @Strikefighter04 Currently developing into a rifle of sort right now, but that was also a option I was considering.

    5.6 years ago
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    This can make a very nice artillery!

    5.6 years ago
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    Nice!

    5.6 years ago
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    7,256 Roswell

    @SnoWFLakE0s sure thing here's the linky link
    It's more or less a test prototype to see how something using impactForce would work.

    5.6 years ago
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    67.1k SnoWFLakE0s

    @Roswell Mind if you share? Also, does it share the same operating mechanism?

    5.6 years ago
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    7,256 Roswell

    I've made something very similar to this with a crude auto loading system.
    It's always nice that great minds think a like.

    5.6 years ago
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