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HNLMS Z5 - Patrol Boat

83.7k Monarchii  7 days ago

chiiposting so good, it doesn't matter what day it is! (it's weekday)

idk honestly, His Grand Majesty Minichiisan(or Tsuchiisan, or Chiisan) and his Aide Smolchii just barged in like a falling star one day and just, throwing hands and haymakers the shxt out of my laziness and anxiety of not replicating well and advised "we ball" so here it is, a rather obscure ship(i swear, beside some pictures as the HMS Blade, there isn't that much to go around).

but anyway, I've honestly noticed a constant recently now that i think of it, see here.. the thing is, i LOVE the vibe of Japanese WW2 military equipments, but not their imperialistic ideals or politics of the era.. and they've colonized us Indonesians rather cruelly, but guess who did that also? the Dutch! so what am i trying to say? well, this isn't about them, it's about the equipments..

maybe, just maybe, the reason i make more better Japanese ships(and to that extent, this Z5) is because I am less afraid of critiques from them in particular, why? I HAVE NO IDEA!! doesn't make sense, nop.

in essential, the "I don't like our colonizers" bit I did turned into me making better ships because I dislike their history with us lmfao

but then i procrastinated finishing it for months despite it being on 99% completion because of lag and description lmao, oh well.

anyway, enjoy it as you would, toos!! :3


Z5, also known as HMS Blade, was a Z-class torpedo boat of the Dutch Koninklijke Marine which also served in the British Royal Navy. She served during World War II, escaping to England after the Dutch surrender during the Battle of the Netherlands. She was decommissioned in 1945.

|[ Controls ]|

  • VTOL : Forward/Backward
  • Yaw : Turn
  • Guns : Autoaimed
  • Guns Activation : Target Selected + in-firing Arc
  • AG1 : Add Dispersion

|[ VR Controls ]|

  • should be quite intuitive enough.. and dastardly simple. listen here I have almost no experience on making accurate VR cockpit let alone VR ship bridge

|[ Armaments ]|

  • 2x Bofors 75mm Model 1929, 250rnds/gun, 850m/s, 5s reload(regardless of arc, still working on that.. idk how)

|[ Notes ]|

  • procrastinated on this for so damn long gxddxmn.
  • tested only on low-physics... idk how the recoil springs on the Bofors gonna act on higher settings cause I can't run it.
  • recoil springs work weird on slow-mo, so don't lmao.
  • physical railings look really good.. performance and part-count though..? arguable, but hey! it looks good aight.
  • some minor parts are still detailed by labels to conserve part count, such as anchor chains and ladder(+it's railings)
  • a case of "supposed to be simple" evolving into a full-fledged big build, don't ask me how that happened lmfao

|[ Credits ]|

  • @Shironeko for the Thumbnail(hot damn, so good.)
  • @Shironeko for Ocean Mod testing(works aight)
  • @Shironeko for Wave-dampening system
  • @Shironeko & @BMilan for the Flag trick(I think it works aight? idk..)
  • @Kendog84 for the base Ship Buoyancy System idea, which I modified the damage parameters to be more.. less punchy.
  • @Minichiisan(a.k.a me) for being the ghost of past motivation that kicked me into making this lmfao

Spotlights

General Characteristics

  • Created On Android
  • Wingspan 21.7ft (6.6m)
  • Length 190.2ft (58.0m)
  • Height 59.5ft (18.1m)
  • Empty Weight N/A
  • Loaded Weight 132,276lbs (59,999kg)

Performance

  • Power/Weight Ratio 0.056
  • Horse Power/Weight Ratio 0.015
  • Wing Loading 45.5lbs/ft2 (222.2kg/m2)
  • Wing Area 2,906.3ft2 (270.0m2)
  • Drag Points 14149

Parts

  • Number of Parts 634
  • Control Surfaces 0
  • Performance Cost 2,002
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  • Profile image
    83.7k Monarchii

    @Kendog84 I modified your system to be a less punchy with this ship, does this mean my previous target ships are now in need of remodifying? yep, but hey, it's for the better good of not pushing around ships the bigger they get lmfao

    Pinned 7 days ago
  • Profile image
    83.7k Monarchii

    @Shironeko yo, she's up! many thanks lmfao

    Pinned 7 days ago
  • Profile image
    83.7k Monarchii

    @TWDDerSharkmarine proud to say she's one of my masterpieces, smol, and was intended to be simple but evolved so hard it became something else likeallmyotheraccidentals
    .
    also, thank :3 (aren't we supposed to be sleeping though? XD)

    yesterday
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    @Monarchii yee, very beautiful, i like it, it smol :D
    .
    damn nice hull ines

    +1 yesterday
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    83.7k Monarchii

    @TWDDerSharkmarine oh! what do you think of her feesh? beautiful and simple no? :3

    yesterday
  • Profile image

    hoo....

    +1 2 days ago
  • Profile image
    318k WinsWings

    @Monarchii no problem

    +1 2 days ago
  • Profile image
    83.7k Monarchii

    @MobileBuilder21 thank you!! :3

    3 days ago
  • Profile image
    83.7k Monarchii

    @Kendog84 won't the cannons be colliding with each other though..?

    3 days ago
  • Profile image
    83.7k Monarchii

    @WinsWings glad you like it! also thanks for the spotlight Wings :3

    +1 3 days ago
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    Extraordinary work.

    +1 3 days ago
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    26.5k Kendog84

    @Monarchii
    Ah, got it.
    .
    The critical state thing, I'm thinking of it as a way to prevent a dead ship from continually attacked by AI controlled planes/ships.
    .
    Oh btw, if you want to change reload time depending on the gun arc, (if that's the case) I think you can add another set of barrels with longer reload time, and use target distance to activate/deactivate them (so you automatically switch between fast reload and slow reload)

    3 days ago
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    318k WinsWings

    beautiful work

    +2 3 days ago
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    83.7k Monarchii

    @Kendog84 still the basic rounds lol, explosives.. are a wildcard more often than not, it's either too weak or too strong and no in-between kek.
    .
    also, about the critical state.. that might work? if it's on each of the two ends probably? hm...

    +1 4 days ago
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    26.5k Kendog84

    @Monarchii
    Edit:
    Oh wait... it's just a reference for (target/intended) damage per caliber. I feel dumb. lol
    So one just needs to calculate the required IDS by dividing the target damage (as listed) by gun's velocity.
    .
    Original text (of shame):
    I'm reading back the damage section of the document. With the revised system, are you meant to use explosive round? Or is it still the basic (non explody) type?
    .
    I'm wondering about this because the cannon impact damage is determined only by velocity x impactDamageScaler (caliber doesn't matter), wheres explosion damage (and the "destruction power" to seemingly bypass block's HP) is affected by caliber & explosionScale in a... mysterious way.

    +1 4 days ago
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    26.5k Kendog84

    @Monarchii
    Oh you did the work! This is very cool, awesome.
    I'm still reading it, but your explanation of the system is pretty easy to understand (at least for me).
    .
    Just got an idea as I was reading it, what if we add a system that forces "critically damaged" state (i.e., ship is dead and no longer targetable) when most of the ship is under the sea level?

    I think this can be done by adding a secondary cockpit which we use for altitude reference (if the ship is sunk it'll be negative), and it going below sea level triggers critical damage maybe by detaching a big wing. (Since the conditions for critical damage are 1) 1/3 of parts disconnected/destroyed or 2) losing half the wing area, if I remember right)

    This is primarily to prevent ship from (somehow) staying alive while being completely destroyed & underwater, which sometimes happened another physics based ship game I used to play. I dunno, maybe it's unnecessary.
    Also, maybe you can just use the primary cockpit as reference (it needs to place it somewhere inside the hull for AI to hit it).

    4 days ago
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    83.7k Monarchii

    @Kendog84 sure, great idea!


    speaking of which, this ship adopted the damage system of yours modified a bit, here's kinda the baseline unrefined document, it still needs some.. work to say the least.

    +1 4 days ago
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    26.5k Kendog84

    @Monarchii
    Nice boat! And yeah, less impact force is certainly better. I wanted to make the hull tougher than regular planes and such (and that's still possible), but ship sliding sideways upon getting hit was pretty silly & annoying.
    Perhaps we need a nice and simple system for HP & damage scale that's easy to adopt? And maybe like a starting base for each class of warships (DD, CL/CA, BB... etc.) that one can build the exterior/cosmetic parts on top of.

    4 days ago
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    83.7k Monarchii

    @NEOCORP post it unlisted, and tag me on it

    5 days ago
  • Profile image
    21.6k NEOCORP

    @Monarchii Okay, now where can I send my ship link?

    5 days ago
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    83.7k Monarchii

    @NEOCORP that works, but using wings to turn also makes it realistic since you need speed to turn with the wing

    +1 5 days ago
  • Profile image
    21.6k NEOCORP

    @Monarchii I use wings along the hull of the ship

    5 days ago
  • Profile image
    83.7k Monarchii

    @NEOCORP it is, but using a wing makes it control better, without wing the ship drifts

    5 days ago
  • Profile image
    21.6k NEOCORP

    @Monarchii So far I have been using a gyroscope as a control, is this possible?

    5 days ago
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    83.7k Monarchii

    @NEOCORP I could try, but assuming it's already built, then the Kendog system would be hard to install, but I assume you just need the Wave Dampening?

    5 days ago
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