Buoyancy based warship damage model (tech demonstrator)
Update, Dec 29th
I'm working on an advanced (more practical) prototype, with some new ideas and refinement to the original. (Using HMS Sydney by Farewellntchii/tsuchiisan as the basis.) I have to fix some stuff before I can upload it, but I'll upload it in a day or two.
Green is "indestructible" superstructure with max HP & no collision, yellow is destructible superstructure with normal Hp and collision, and ship can list to any side (port, starboard, fore & aft).
This is a damage model concept for ships. This lets you create a ship that can take damage and sink without having its exterior completely ruined upon damage, like half the hull missing. Use the test rig (link) to shoot at the demonstrator, and see how you can sink the ship without damaging the exterior (transparent part). Please experiment with this and develop it further. I'm pretty confident that this will improve ship to ship combat in SP. Oh and please link this page and let me know if you build a ship using this, I want to try it myself.
Test rig (cannon/link)
Inspired by & heavily based on tank combat damage model by Wernster
Link
Specifications
Spotlights
- MAHADI 1.9 years ago
- ReinMcDeer 1.9 years ago
- Johnnyynf 1.9 years ago
- RicardoACE 1.9 years ago
- TatsuTheOtaku 1.9 years ago
- Astro12 1.9 years ago
- Bryan5 1.9 years ago
- Dragoranos 1.9 years ago
General Characteristics
- Successors 1 airplane(s) +7 bonus
- Created On iOS
- Wingspan 29.5ft (9.0m)
- Length 100.4ft (30.6m)
- Height 24.6ft (7.5m)
- Empty Weight 653,262lbs (296,315kg)
- Loaded Weight 653,262lbs (296,315kg)
Performance
- Wing Loading N/A
- Wing Area 0.0ft2 (0.0m2)
- Drag Points 0
Parts
- Number of Parts 15
- Control Surfaces 0
- Performance Cost 46
@UserP194
AI ships. I don't think we have one yet, but we basically have all the techs needed to create one.
We can make them use cannons--see my comment below, we can make them sail in a pre programmed course, and we have auto aim tech that takes bullet trajectory into account. FT's pretty awesome, you know. lol
That's cool and all, but who are you gonna fight? Lmao
@BrySkyIndustries
Thank you! Building/coming up with new ideas is fun in itself, but comment like yours really gets me happy and motivated!
And yeah, I'm really hoping this gets people to experiment with the concept and make something cooler (& fun to battle with and against) with regards to ships in the game. Plus, some of the techs can be adapted for other things (like pre-modeled damaged fuselage hidden beneath the non-damaged one--you'll see prototype for that on advanced demo ship), so I'm pretty excited in general. Thank you again for the comment!:)
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Oh--and if we combine this with autoaim FT with trajectory calcuration, autopilot FT (see waypoint system by 11qazxc for example), and the tech to make AI fire cannons (as it turns out they use cannon after firing all missiles--learned that thanks to builds by winterro)... we can have an AI warship that sails around the map, just like Beast or Tiny, that fights back! With some clever ideas, I think even a fleet battle is possible, in simple planes.
@JaeBeansS
Hehehe
After all any game can be made better with a nice naval combat, wouldn't you agree? lol
@Graingy
Mmhm! lol
This is truly a great concept!
I've honestly found naval combat in SimplePlanes to be rather.. bland. This is due to the 'vanilla' damage model of the game (Not really designed for ships :p)
Akin to many others in recent years, you are pioneering new building methods and 'technology' into this game. Can't wait for the advanced model!
Also, since you outlined how this model can be replicated, this will open the floodgate to a new era of ships in this game. Might make one myself :)
Godspeed.
Nerd chad
You're really turning this into Navalcraft
@GR0SUPRA
Thank you!:)
@WolfHunter9111
mm yes! loo
@winterro
You have to
0)use non-exploding cannon shell (to hit it)
.
1)do not connect different type of parts (ie, no connecting buoyancy block to exterior, or destructible blocks to "indestructible" blocks (you'll see them on my advanced prototype, I'll upload it later)
.
2)all blocks you want to damage as individual must be connected to primary or secondary cockpit (preferably primary) individually.
I've improved & refined some of the ideas and made a more practical example, will be uploading it shortly
Sooooo, how to prevent chain explosions? If one fusalage explodes, the hole thing goes with it
nice work!!! : )
Physicc 💯
Video with audio commentary explaining this will (probably) be uploaded later.