A bit of useless information.
The letter P in the helicopter name denotes the cannon version with the GSh-2-30K cannon. The machine gun armament on this modification is dismantled.
@Mk1Els At the end of the post are ready-made templates for use in the variable editor. Insert some necessary numbers and place these expressions in the editor.
This can be calculated because the projectiles in the SP are not affected by air resistance, they fly according to a quite simple formula. First, use the sine of the angle of elevation and muzzle velocity to determine when the projectile will be at target altitude after firing, then calculate the time, and multiply the cosine of the angle of elevation by the muzzle velocity to get the distance. This is hard to describe in text, a physics textbook will help you.
@Kazin
This is probably due to bugs in the physics update. Due to the fact that this happens to many players, I have updated the XML file to give weapons a longer time to activation so that they have time to move away from the airplane to a safe distance.
@hpgbproductions
I have not been able to measure how much it changes, my experimentation has not yielded any results. I will add the remark that it is changing.
The landing instructions are a little incorrect.
I'd replace it with something like
" " "
1) Locate the nearest US Navy ship
2) Head the airplane directly at the ship.
3) Praise the emperor
" " "
@Plenlover62
Weapons don't have to blow up an airplane. It even has a delayed launch on it so that it won't activate until it's a safe enough distance from the airplane. My only theory is that you use it in such a maneuver that it collides with the plane again after launching. Roughly speaking, I wouldn't recommend using it when G is less than 1
Coincidentally, I'm using a similar system on a ship I'm currently building. Rolling can really throw off the sights a lot, and my manual aiming system is set up so that it only works properly in the horizontal level. But simple stabilisation with a small adjustment corrects all the counting errors.
@ThomasRoderick Base projectiles deal damage in the same way as explosive projectiles, but with a very low Exp.Scal. This is what I can tell you from experience. One time I shot at a pile of unconnected pieces of glass lying on the ground, breaking several at a time.
@ThomasRoderick
If this chain does work, it does so in an extremely strange way, because the glass is not connected to each other. In that case, the armor block would probably be destroyed too, but it is intact. In addition, the gun was damaged, and it has nothing in common with the ERA units except close proximity and a very long chain of parts, which goes through two rotators.
Even without the explosion, the projectile does damage to several blocks. This was found out when I was testing a made of glass ERA for a tank. Since the glass breaks from any damage regardless of health, it is even possible to estimate approximately the area of damage from such an explosion.
@Jastcast Chances are, you're spamming them at a point that's called an "X final approach" kind of thing. The game automatically counts them as friendly and does not let you grab them as a target. Make a custom revival point in the air and you'll be fine.
@Jastcast Open the aircraft control panel near the navigational instruments, select the desired mode (ground/air targets) and select the desired missiles in the weapons selector. Choose a target. Wait for the missile to lock onto the target (the target must be in the lock circle for this to work), launch after the launch button lights up.
Command :
- No ersatz expensive military equipment, protection kits will be arriving from the factory soon!
Also welders from the engineering team of the 4th Expeditionary Corps, assembling another Schuspantserwagengermeister :
+1The airplane is still in the development stage. Its wooden mockup was presented at the air show, it is unknown when the first prototype will be ready.
+1A bit of useless information.
The letter P in the helicopter name denotes the cannon version with the GSh-2-30K cannon. The machine gun armament on this modification is dismantled.
Su-25 At home
+1@Ashdenpaw1
Average medic fighter moment.
I have a lot of unpublished builds piled up, and some users have expressed interest in me posting them.
They are mostly abandoned/‘Forever WIP’/low detailed builds, so don't expect high quality.
Some of the builds were used for RP, so it has ‘Standardised Orthogonal’ as a thumbnail
I have a lot of unpublished builds piled up, and some users have expressed interest in me posting them.
They are mostly abandoned/‘Forever WIP’/low detailed builds, so don't expect high quality.
Some of the builds were used for RP, so it has ‘Standardised Orthogonal’ as a thumbnail
Ok...
Similarly with other parts that can change their condition when damaged.
+1If the engine takes damage - its thrust is reduced. So you can compare its nominal and real thrust and if they are different, use that as an input.
+2@Randomplayer
It's not a replica of some machine gun, I made the original one based on the NSV.
A new ship. I'm still working on a long-range SAM system for it, but it's almost ready.
+1@Mk1Els At the end of the post are ready-made templates for use in the variable editor. Insert some necessary numbers and place these expressions in the editor.
@Tsukiminamo0218
This can be calculated because the projectiles in the SP are not affected by air resistance, they fly according to a quite simple formula. First, use the sine of the angle of elevation and muzzle velocity to determine when the projectile will be at target altitude after firing, then calculate the time, and multiply the cosine of the angle of elevation by the muzzle velocity to get the distance. This is hard to describe in text, a physics textbook will help you.
+1Very dry
+2@Kazin
This is probably due to bugs in the physics update. Due to the fact that this happens to many players, I have updated the XML file to give weapons a longer time to activation so that they have time to move away from the airplane to a safe distance.
@hpgbproductions
I have not been able to measure how much it changes, my experimentation has not yielded any results. I will add the remark that it is changing.
@Monarchii
The Emperor is proud of you.
The landing instructions are a little incorrect.
+4I'd replace it with something like
" " "
1) Locate the nearest US Navy ship
2) Head the airplane directly at the ship.
3) Praise the emperor
" " "
Ideal for testing anti-submarine weapons.
+1According to the rules of good manners, if you use someone else's airplane, at least cite its author.
+2@Plenlover62
Weapons don't have to blow up an airplane. It even has a delayed launch on it so that it won't activate until it's a safe enough distance from the airplane. My only theory is that you use it in such a maneuver that it collides with the plane again after launching. Roughly speaking, I wouldn't recommend using it when G is less than 1
All tags requested
@Kendog84
+1@SotonaUA
+1@ThanhThePilot
@Randomplayer
@DatMaluchGuy19
@Cirno9
Coincidentally, I'm using a similar system on a ship I'm currently building. Rolling can really throw off the sights a lot, and my manual aiming system is set up so that it only works properly in the horizontal level. But simple stabilisation with a small adjustment corrects all the counting errors.
+2@MrCOPTY thx
+1@Robomo119DerMustangKiller
But you'll also have to copy the variables for the radar to work properly
@Robomo119DerMustangKiller yes
@OPaiTaOn ofc
@hrdeswot
В игре в меню редактора есть кнопка для этого.
@Wolf21 Ok
@Mrgoofy
@UkrTehnoAir Без Б
I see my Su-57 on 2:00...
Strange results. It turns out that the damage can be very random, which is not exactly what one would want in a game like SP...
+1@ThomasRoderick Base projectiles deal damage in the same way as explosive projectiles, but with a very low Exp.Scal. This is what I can tell you from experience. One time I shot at a pile of unconnected pieces of glass lying on the ground, breaking several at a time.
+1@Kendog84 I've noticed that, too. In general, the weapons in SP work very strange. You'd have to write a serious scientific paper to describe it all.
+1@ThomasRoderick
+1If this chain does work, it does so in an extremely strange way, because the glass is not connected to each other. In that case, the armor block would probably be destroyed too, but it is intact. In addition, the gun was damaged, and it has nothing in common with the ERA units except close proximity and a very long chain of parts, which goes through two rotators.
Even without the explosion, the projectile does damage to several blocks. This was found out when I was testing a made of glass ERA for a tank. Since the glass breaks from any damage regardless of health, it is even possible to estimate approximately the area of damage from such an explosion.
link
+1@GyurineMilSystem Sure, why not?
+1@Jastcast Chances are, you're spamming them at a point that's called an "X final approach" kind of thing. The game automatically counts them as friendly and does not let you grab them as a target. Make a custom revival point in the air and you'll be fine.
@Jastcast Open the aircraft control panel near the navigational instruments, select the desired mode (ground/air targets) and select the desired missiles in the weapons selector. Choose a target. Wait for the missile to lock onto the target (the target must be in the lock circle for this to work), launch after the launch button lights up.
@Pepopi
+2Нет, я решил, что это система будет лучше.
How you massacred my boy...
I've been making this ship for five months with interruptions. I'm glad I finally finished it.
+5All tags requested
@ValkyrieXB71
+2@X99STRIKER
@BeastHunter
+2@SirRhyvs
@ColonelCanada