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Whiplash Launcher

162k spefyjerbf  8.4 years ago
Auto Credit Based on spefyjerbf's PROJECT: Whiplash

The Whiplash Launcher is the continuation of PROJECT: Whiplash. It launches parachutes at extremely high speeds. The result makes the matter in the parachutes unstable. The parachutes vibrate rapidly in an area of effect, causing massive damage. Each projectile has two parts: a fuselage block, and a parachute. When launched, they are still connected, but they exist in two very far apart locations. The result - matter instability. Even when the game is paused, the fuselage vibrates rapidly when it is launched.

Controls:
Activator 1: fire the cannon

Tips:
The cannon shouldn't explode when fired.
Using slow motion is dangerous.
Using camera 1 is dangerous.
Using both together will selfdestruct the cannon.

General Characteristics

  • Predecessor PROJECT: Whiplash
  • Created On Windows
  • Wingspan 6.1ft (1.9m)
  • Length 10.3ft (3.1m)
  • Height 5.3ft (1.6m)
  • Empty Weight 911lbs (413kg)
  • Loaded Weight 911lbs (413kg)

Performance

  • Wing Loading N/A
  • Wing Area 0.0ft2 (0.0m2)
  • Drag Points 1846

Parts

  • Number of Parts 51
  • Control Surfaces 0
  • Performance Cost 253
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    Ca a l'air marrant

    7.7 years ago
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    @spefyjerbf ok then...

    8.2 years ago
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    162k spefyjerbf

    @Ephwurd Thanks! I think it's fun messing with the physics of this game.

    8.4 years ago
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    53.5k Ephwurd

    You really have some cool and creative weapon concepts! I really like how you play around with SP physics to create these cool stuff. Keep up the food work bro!

    8.4 years ago
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    49.1k Flightsonic

    @spefyjerbf Hmm, I'll be looking into it for sure

    8.4 years ago
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    162k spefyjerbf

    @Flightsonic You can look into it, but I'm don't think you could make something fly with that kind of vibration. I think the vibration is caused by the physics not knowing whether the block should be where it is now, where it was a second ago, or where it will be. The physic's solution - display all 3.

    8.4 years ago
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    49.1k Flightsonic

    @spefyjerbf Wait, I just noticed something, would it be possible to exploit the "still vibrates when game is paused" onto larger mechanisms?

    8.4 years ago
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    162k spefyjerbf

    @Flightsonic General relativity isn't accounted for in SP. Much like time dilation, length dilation happens at relativistic speeds. Super detachers cannons would launch bullets that would look about half as long as they should, if relativistic physics were in simple planes.

    8.4 years ago
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    49.1k Flightsonic

    @spefyjerbf I wonder if time dilatation would be possible with parachutes... probably not lol

    8.4 years ago
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    162k spefyjerbf

    @Flightsonic Ah, ok. So this is the parachute physics being sort of weird. I have noticed that even when detached, parachutes can put force on whatever that were detached from, and vice-versa. The parachutes also receive force from what they were launched from. Parachutes have really weird physics. I hope this makes sense lol.

    8.4 years ago
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    49.1k Flightsonic

    @spefyjerbf About 500 mph, but as soon as I turn around they're in the same place relative to me

    8.4 years ago
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    162k spefyjerbf

    @Flightsonic what kinds of speeds do you use? The parachutes do move in the direction that they are fired. I might have an explanation for this.

    8.4 years ago
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    49.1k Flightsonic

    @spefyjerbf If I try to get close to the launched parachutes, the start moving away

    8.4 years ago
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    162k spefyjerbf

    @Flightsonic I'm not sure that I understand. Did you mount it on a vehicle, and then try to get close to the parachutes? On my first whiplash launcher, I noticed that even when detached, parachutes put force onto the parent mass.

    8.4 years ago
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    49.1k Flightsonic

    Very clever! But it seems I can't ever get close to the parachutes

    8.4 years ago
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    What if your a pacifist? IM #TRIGGERED

    8.4 years ago