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Cruise Missile - Beta

25.2k LeonardoEngineering  4.7 years ago

This is a proof of concept for Custom Missile Fins that deploy when the missile is fired, so it's just a static creation

To fire the Missile, spawn in Wright Airport, and Lock on the USS Beast. Use VTOL UP to raise the launcher

Thanks to the introduction of the ammo function in the new 1.9.202 Beta, we could be finally able to recreate effects or mechanisms that activate when a specific weapon is fired / launched.
In this case, after renaming the Missile as Cruise Missile, I used this simple function ammo(``Cruise Missile``) = 0 that engages as soon as the Missile is fired, allowing multiple actions to take place, such as the front cover opening, the fins deploying, and the back FOD cover to be expelled by the fire blast.

Enjoy!

Spotlights

General Characteristics

  • Created On Windows
  • Wingspan 9.0ft (2.8m)
  • Length 17.2ft (5.2m)
  • Height 19.0ft (5.8m)
  • Empty Weight 6,838lbs (3,101kg)
  • Loaded Weight 6,838lbs (3,101kg)

Performance

  • Wing Loading N/A
  • Wing Area 0.0ft2 (0.0m2)
  • Drag Points 717

Parts

  • Number of Parts 167
  • Control Surfaces 0
  • Performance Cost 637
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    how do i fire missile

    11 months ago
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    26.2k Default4

    Missing you a lot mr Leo, Per aspera, ad Astra.

    one year ago
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    60 LUFSAN

    the missle knows where it is at all times

    +1 one year ago
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    @Zedrichk18 then get the little bigger go to the end of the runway, save the spot load up the cruise missile and bam.

    +2 2.1 years ago
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    BOSANKA ARTIJERILIJA

    2.3 years ago
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    Works fine but needs more explosiveness.

    2.3 years ago
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    The view is obscured from wright airport

    2.5 years ago
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    Pretty good, half way one shot the USS Beast.

    3.9 years ago
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    147k Pilotmario

    The HSLAM: My time has come.

    +1 4.7 years ago
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    11.5k TDevil36

    @LeonardoEngineering
    Oh Okay, I was just wondering because when I had multiple missiles, I would fire one missile, but the hinges/wings would not activate until the last missile was fired

    4.7 years ago
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    @JED
    .
    No, the zero in the means that when the ammo count for the weapon named "Cruise Missile" is set to 0 ( in this case, as soon as the missile is fired) it activates the rotator.
    You can also use inequalities, like ammo("test") < 2, so when the ammo count goes below two, the rotator will engage.

    +1 4.7 years ago
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    11.5k TDevil36

    Hey man I have a question about Your hinge for the glide wings on the missile. I see that You have the hinge with "ammo("Cruise Missile") = 0" what is the " = 0" for? Is that representing the armed group is 0? If I wanted to put a hinge on say 7 would I put the hing as (I'm gonna use Your Missile as an example) let's say I wanted to put Your Missile on an armed group 7 would it be like "ammo("Cruise Missile") = 7"? (Obviously without the quotations marks at the start and end of what I just wrote)

    4.7 years ago
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    Leo try out my p-51 mustang(helicopter edition) and the TutorialPlane 2.0(jet edition) that I made.

    4.7 years ago
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    @LeonardoEngineering No worries bro! I'm not exactly the best at conveying my thoughts so accidents like that is quite often, especially when I'm tired and the like.

    +1 4.7 years ago
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    @ThomasRoderick
    .
    Whoops, sorry! I completely misinterpreted the first half of the comment!

    +1 4.7 years ago
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    @LeonardoEngineering I know, I mean that now we've got something much better than the old one to make missile launchers with. Also, thanks for the information!

    +1 4.7 years ago
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    @ThomasRoderick
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    That's not what the proof on concept was about. It was to show the possibility to create custom deploying winglets for custom weapons.
    .
    And yes, you can have all the weapons you want that work like that, but the only hard part is the installation, as you have to reset the ammo(x) count in every inequality of the rotators following the order that the weapons were installed with.
    .
    To rename a weapon, simply add name in the left column of the Weapon window with Overload, and then add the name in the right one.

    +2 4.7 years ago
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    Yup, the old way of ejecting stuff is to just connect as many things as possible to the detacher that launches the projectile and call it a day... One thing though... Can we have, say, 5 missiles that are set up like this? Also, how do we rename weapons anyway?

    4.7 years ago
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    PLS nice work on this missle!

    +1 4.7 years ago
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    Hi Leo..... by the way I’m @CursedGriefer from SP multiplayer. This is just my Mobil name.

    +1 4.7 years ago
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    13.9k ChrisPy

    I did this on my build I’m uploading Friday it’s gonna be lit

    +2 4.7 years ago
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    13.9k ChrisPy

    We could have done this before the update tho. You just attach the end of the rotators to the short side of the detacher

    +3 4.7 years ago
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    3,036 12705129

    smart

    +3 4.7 years ago