InfiniteBlade
3,810 Galeo
8 months ago
Auto Credit Based on TheMouse's Most OP challange [CLOSED]
This was for fun.
I upgraded my weaponsystems and made it very agile.
FireGuns => regular Autogun
FireWeapons => GrenadeLauncher Autugun
with adapting spread based on distance
very effective on ground targets
both effective on up to 10 miles
I could not make myself fit missiles on it, even so i attempted very hard.
Enjoy
Specifications
Spotlights
- TheMouse 8 months ago
General Characteristics
- Predecessor Most OP challange [CLOSED]
- Created On Windows
- Wingspan 38.2ft (11.6m)
- Length 33.9ft (10.3m)
- Height 2.6ft (0.8m)
- Empty Weight 508lbs (230kg)
- Loaded Weight 2,104lbs (954kg)
Performance
- Power/Weight Ratio 2.403
- Wing Loading 31.3lbs/ft2 (152.7kg/m2)
- Wing Area 67.3ft2 (6.3m2)
- Drag Points 0
Parts
- Number of Parts 214
- Control Surfaces 2
- Performance Cost 847
Look-9/10
Agility-8/10
Coolness-4/5
Quality-5/5
Weapons-8/10 (good, but would have added a couple more flairs)
Extra-6/10
Total-40/50
Very nice job, and thanks for joining again. Sorry it took a while to judge.
Please pin this comment.
@AndrewTheGarrison thanks
Ok, 10 upvotes for 3rd place!
@Galeo okay
@mrxml i checked it again. It does now aswell, but it didnt during my development. Maybe i messed with the wrong parameters and made it a little bit more complicated then necessary
@Galeo that’s interesting
@mrxml okay it was not working on my computer. I had to hit the button again
I removed that armed group turning on and off rapidly for all the cannons and the system works just fine @Galeo
@mrxml reason 1 there are several cannons with different angles for my adaptive spread configuration
reason 2 the cannons shoot when the button FireWeapons is pushed, but only one. for another round you have to release fire weapons and push it again. I interrupt the pushed button by activating and deactivating the aviation group.
the input changes from true to false multiple times per second and releases a shot every time.
Was that helpful?
I was experimenting with a missile launch system that would multiply on the way to its target. Launch one and watch 10 missiles impact.
Things like this are possible with custom-AGs.
The input would be something like:
sum(Activate3&TargetSelected)>TargetDistance/Missilespeed*0.9or0.8
this input specified for the AG of a detacher would have make it detach after the missile traveled 90% of the way.
If AG3 initiated the launch.
complicated but cool.
@Galeo no but I am just curious why the armed group for the cannons needs to be turned off and on rapidly.
@mrxml do you need help with one of your projects?
@mrxml do you need help with one of your projects?
I cannot select different weapons because of this!
@Galeo why do you need to turn the activation group on and off rapidly?
@Galeo I can do funky trees stuff like the smart input controllers on my AQ-10 airplane, but I can’t do stuff this complicated!
@mrxml i checked your profile. you should be familiar with xml editing. i created a custam aviationgroup that is controlled by a cosinusfunction and time. It turns your AG on and off multiple times per minute. The cannon shoots like you were hammering the fireweapon button very fast. I used a cannon and made a heavy machinegun with it. I m glad you like it
@mrxml with funky trees input. Snowflake posted a guide on Github. Very useful. it takes a while to get into building with funky trees but its worth the effort. The Autogun is located below the cockpit. Hide the parts and take alook at it. If you give me some credit for it you can copy the Autogun to your subassys and use it on your plane. Enjoy
How did you make the aimbot? This would be very useful for my planes!