FunkyTrees Missile v1.0
51.5k JoshuaW
3.0 years ago
Auto Credit Based on JoshuaW's 0Display FA-2
A missile purely controlled by FT codes
Does NOT contain any stock missiles
AG3 and AG4 to fire
Its performance doesn't necessarily go beyond the stock missiles, but it won't trigger any alarm, nor can it be defended by countermeasure.
After all, re-inventing the wheel with FT is always a fun, isn't it ?
Specifications
Spotlights
- mikoyanster 3.0 years ago
- RussianAce 3.0 years ago
General Characteristics
- Predecessor 0Display FA-2
- Successors 7 airplane(s) +77 bonus
- Created On Windows
- Wingspan 44.9ft (13.7m)
- Length 47.6ft (14.5m)
- Height 13.2ft (4.0m)
- Empty Weight 15,506lbs (7,033kg)
- Loaded Weight 25,912lbs (11,753kg)
Performance
- Power/Weight Ratio 29.14
- Wing Loading 26.6lbs/ft2 (129.7kg/m2)
- Wing Area 975.3ft2 (90.6m2)
- Drag Points 5903
Parts
- Number of Parts 207
- Control Surfaces 14
- Performance Cost 1,517
Is it alright if I use the control codes?
"I'm working on something and I need a (Activate3 & TargetSelected & TargetDistance > 1625) to not turn off below 1625 I do not want the thruster to deactivate below 1625 just to where it will not activate below 1625 (like a safety) the only way I think it could be done is to make the Activate3 stick (once its activated it will not deactivate)" so yea anyone know anything about that?
SnoWFLakE0's is not getting back with me so ima say what I said to him
So the missiles in question are essentially mini aircraft controlled by FT codes to chase and ram a target (which in hindsight is what pretty much how missiles function to begin with). Can the FT codes be passed down to something larger like a parasite aircraft?
@IndesterSion Thanks. I have and have been working my own custom weapon
@OrderlyHippo idk whether you've found out by now, but the user utilized custom variables. You can find it in the little x near the overload and fine tuner
This weapon.. contains no stock missile and has passive tracking...
Why put explosives in it anymore?
If its purely just objects like jets and fuselage, this could be one of the most broken weapons out there
By making their partCollisionResponse set to None, this can blow through enemies like the droplet, then select a new target. Its a powerful reusable missile.
This is the only way I have found to do it. A kinetic weapon. Any attempt with a stock missile with a collision resistant block in front of it, now matter how far ahead, will kill the missile. This doesn't need it, and therefore makes it possible.
@JoshuaW Ok status report.. Its almost done except one thing.. I can't get the thing to copy over whenever I do it it makes both missiles blow up even though the overload codes are the same what am I doing wrong?
I was actually trying to make one myself for a project but now I will just use this and add my custom skin.. btw how does this get the inputs is it from the cockpit?
11+/10 simply innovative.
where do you grab it?
Tried to use gyroscope instead of wings+rotators for part reduction.
Failed.
Missile flies normally but deletes itself when touches target or when you try to change target.
Any thoughts?
Addendum : it seems the
AutoPitch
is the main problem (tested AG locks on gyroscope inputs, Roll,Pitch and Yaw. Only when Pitch input was active the missile was um, unbecoming)finally, a passive tracking missle
This is fucking awesome
Heh the aircraft is the one from Yukikaze
@shipster call me from my coffin when its out
Could you please tell me where it is you created/defined the custom input auto pitch and auto roll variables? I can’t seem to find where it’s defined on the build using the in game variable menu and the overload tools.
@Mashu bruh
Now all we need is to control it while looking into a radar display like the sa-2.
Nice
Plane looks sick
@shipster no need-the stock game is enough
Bug: explodes moments after launch. Maybe it dont work with low physics
@JoshuaW 哦
Now we need funky trees guided bombs!