@SimpleName11 But fully constructing everything I have in mind would lead to an extreme part count, making it run very badly on all systems. :D So I'll try keeping it basic without saving on the functions.
@Halfstrike I could count that as an entry, though it's supposed to be like this: You remove the sign, build a torpedo design, put it on the bottom of the testbase and then, after testing and optimization of course, upload it as a successor. :D
@stormy780 It depends on what you've set it to in the control settings. I think standard nudge controls are Shift + W, A, S, D, Q, E. I'm using 7, 1, 4, 6, 8, 2 on the Numpad. :)
@Halfstrike To be realistic...it won't have a chance when I launch it in the air with that testbase (which is only a cockpit). :D That's why my testbase is already included for those who don't want to build their own ones and for better reference.
@stormy780 I have placed them on the end of the fuselage and then nudged them into place. You need a keyboard to nudge. Also they are modded to be this small and thick.
@TheMajesticMrL It seems like it's just a bug that occurs after exiting a flight, landing in the editor and opening the settings tab of the first part you click on. It will then be set back to the limits the settings tab allows. It doesn't happen on any following parts, so you should be fine as long as you don't go into the prop's settings first after a flight (choose an unmodded part, go into the settings tab and then proceed to the props). I'll do some more testing on that and @AndrewGarrison might also want to take a look at that. Edit:
It happens always when you enter the editor, it doesn't occur when a design is loaded and parts being modified while you are already in the editor. I'll probably make a video for the devs, so they can sort it out.
@TheMajesticMrL The good: It works, just as good as this one. I only had to mod the prop-engines and nudge the detacher further into the torpedo. It now has enough ground clearance for use with normal landing gear. The bad: You can't change anything on the props, not even their activation groups, as it will resize the rear prop somehow and it will blow you up if you don't mod it again, making simultaneous launches impossible for non-modders. The ugly: I can't find a fix for that.
@SimpleName11 USS Tiny can't hear you where it is now. Oh, and the USS Tiny is the worst enemy of any pilot as soon as he tries to land on it already, so I don't really care, I'll just go shooting it a bit more. :D
@TheMajesticMrL The propellers would then collide with your wings or fuselage. I could try modding the props even smaller and increasing their thickness so thrust should stay the same, also I would have to lower the main wings of the torpedo. I'll try it, but I can't guarantee it to work yet. :)
Black and white, close distance, white clipping into the foreground at half the length of the trail, most of the time black is clipping into the foreground:
@SimpleName11 The USS Tiny is just as slow as the USS Beast and it's even easier to kill. :D Though I have only killed it with guns yet, not with torpedoes.
@Skua It depends on how far I'm zoomed out. When I'm zoomed out it totally mixes up, when I'm closer the back portion (at ~50% of the trail length) jumps between the colors and the front portion still mixes up.
@Skua My compromise also has a good side; I can bind the black smoke emitter to the afterburner, which is pretty realistic.
I'm feeling a bit bad about giving you another suggestion, but if you already get to modifying the code for the density sometime, you could also make throttle input a modifier of it I guess. More throttle = higher smoke density. Wouldn't be that much more work but a way better result. :)
@Halfstrike Sadly it doesn't work. The editor just has very limited space. I'm only at a quarter mile now without targets and without rocket sleigh for launching. Guess it has to be quite an unprofessional challenge then with subjective rating and aiming. :/
@Mod It's the only one available to the public. :D I'd just like a stronger variation of density (especially lower density). All levels seem almost identical. Maybe also a more greyish color to choose/adjustable color saturation, as the smoke is pretty black and I am using a combination of white and black emitters nudged together to get a better result. Other than that it's awesome!
@Halfstrike I have a whole list of spawn points for torpedo attacks. Some just for torpedos and some for torpedo carriers for which you need an approach and acceleration path. I'd rather have something like a scale where I can see how far they have come, if they stayed on the predefined path and if not then how long they stayed on it (maximum range and precision), how long they needed to drop into the water (minimum range) and how much destruction they cause (simply a large target at the end). :D I'd also rate speed and maximum launch altitude. Everything from 0 to 10 points. The winner in each class (most points in the class) will recieve 5 upvotes and the winner of the whole challenge (most points in total) will revieve 10 upvotes. If there are several winners in one class with the same amount of points, the one with the highest overall score will be chosen as the winner of that class.
@Campsafe Thanks! :) Your brother should update his version of SimplePlanes. Weapons are working on mobile since the last update. It will be a lot more fun.
@SimpleName11 I hit every ship with torpedoes. :P The USS Beast was getting hit the most.
@SimpleName11 But fully constructing everything I have in mind would lead to an extreme part count, making it run very badly on all systems. :D So I'll try keeping it basic without saving on the functions.
@SimpleName11 Multirole airborne carrier would be my goal.
@SimpleName11 Not a replica, it will be a fictional own creation. This is just to give you an idea. :D
@SimpleName11 It will be "SHEILDed" for sure. :)
@SimpleName11 Nope. Maybe I could get a realistically sized 200m ship going. I've got some good ideas for one already. :)
@SimpleName11 No. I have a theme for it already, but I am still thinking about a fitting creation. "50 shades of gold"...
@AndrewGarrison Have you looked into it already?
RIP
And you don't care about the Blasto BFE122, which is probably Engine-Jet-7???
"A big one" xD
@Halfstrike I could count that as an entry, though it's supposed to be like this: You remove the sign, build a torpedo design, put it on the bottom of the testbase and then, after testing and optimization of course, upload it as a successor. :D
@stormy780 It depends on what you've set it to in the control settings. I think standard nudge controls are Shift + W, A, S, D, Q, E. I'm using 7, 1, 4, 6, 8, 2 on the Numpad. :)
@Halfstrike To be realistic...it won't have a chance when I launch it in the air with that testbase (which is only a cockpit). :D That's why my testbase is already included for those who don't want to build their own ones and for better reference.
@stormy780 I have placed them on the end of the fuselage and then nudged them into place. You need a keyboard to nudge. Also they are modded to be this small and thick.
@AndrewGarrison Stream name should be "Tournament - Mod Class - Typhoon Circuit". Don't be so sleepy. :D
@Waemoth I'm looking forward to it. :) You can also take my SilverSurfer v1.3 as reference if you want to.
@Halfstrike Better put the link (https://www.simpleplanes.com/a/ITrtwC/Torpedo-Challenge) in there. :D
@Geekpride Thanks :)
@Halfstrike Spread the word!
Have you tried other creations with 200-300 parts yet and do they perform just as bad?
Well, that was...expected. :D
@TheMajesticMrL Here it is. It should fit on 90% of all planes. Just read the description to see how to prevent the bug. :)
@SimpleName11 Watch the video then. Yes, it explodes very well. :D
@SimpleName11 Already did that so many times, but I left out the Tiny most of the time.
@TheMajesticMrL It seems like it's just a bug that occurs after exiting a flight, landing in the editor and opening the settings tab of the first part you click on. It will then be set back to the limits the settings tab allows. It doesn't happen on any following parts, so you should be fine as long as you don't go into the prop's settings first after a flight (choose an unmodded part, go into the settings tab and then proceed to the props). I'll do some more testing on that and @AndrewGarrison might also want to take a look at that.
Edit:
It happens always when you enter the editor, it doesn't occur when a design is loaded and parts being modified while you are already in the editor. I'll probably make a video for the devs, so they can sort it out.
@SimpleName11 See, it doen't even care that I destroyed it. :
@SimpleName11 But then it has destroyed it two times...What a waste of time and ammo.
@TheMajesticMrL The good: It works, just as good as this one. I only had to mod the prop-engines and nudge the detacher further into the torpedo. It now has enough ground clearance for use with normal landing gear. The bad: You can't change anything on the props, not even their activation groups, as it will resize the rear prop somehow and it will blow you up if you don't mod it again, making simultaneous launches impossible for non-modders. The ugly: I can't find a fix for that.
@SimpleName11 That would be one of it's own ones. Only Yeager is on my side.
@SimpleName11 Nope
@SimpleName11 USS Tiny can't hear you where it is now. Oh, and the USS Tiny is the worst enemy of any pilot as soon as he tries to land on it already, so I don't really care, I'll just go shooting it a bit more. :D
@SimpleName11 USS Tiny doesn't hear you down there in the deep sea. :)
@TheMajesticMrL The propellers would then collide with your wings or fuselage. I could try modding the props even smaller and increasing their thickness so thrust should stay the same, also I would have to lower the main wings of the torpedo. I'll try it, but I can't guarantee it to work yet. :)
@SimpleName11 Give me a honey badger, please! I'll kill it. :)
Let me show you the three steps to endless happiness:
@Skua To give you an idea:
Just white, far distance:
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Just black, far distance:
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Black and white, far distance:
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Just white, close distance:
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Just black, close distance:
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Black and white, close distance, white clipping into the foreground at half the length of the trail, most of the time black is clipping into the foreground:
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@SimpleName11 Killed it several times already. And I would do it again >:)
@SimpleName11 The USS Tiny is just as slow as the USS Beast and it's even easier to kill. :D Though I have only killed it with guns yet, not with torpedoes.
@Skua It depends on how far I'm zoomed out. When I'm zoomed out it totally mixes up, when I'm closer the back portion (at ~50% of the trail length) jumps between the colors and the front portion still mixes up.
@Skua My compromise also has a good side; I can bind the black smoke emitter to the afterburner, which is pretty realistic.
I'm feeling a bit bad about giving you another suggestion, but if you already get to modifying the code for the density sometime, you could also make throttle input a modifier of it I guess. More throttle = higher smoke density. Wouldn't be that much more work but a way better result. :)
@Halfstrike Sadly it doesn't work. The editor just has very limited space. I'm only at a quarter mile now without targets and without rocket sleigh for launching. Guess it has to be quite an unprofessional challenge then with subjective rating and aiming. :/
@Mod It's the only one available to the public. :D I'd just like a stronger variation of density (especially lower density). All levels seem almost identical. Maybe also a more greyish color to choose/adjustable color saturation, as the smoke is pretty black and I am using a combination of white and black emitters nudged together to get a better result. Other than that it's awesome!
@Halfstrike Great, he learned something! :D
@Halfstrike I have a whole list of spawn points for torpedo attacks. Some just for torpedos and some for torpedo carriers for which you need an approach and acceleration path. I'd rather have something like a scale where I can see how far they have come, if they stayed on the predefined path and if not then how long they stayed on it (maximum range and precision), how long they needed to drop into the water (minimum range) and how much destruction they cause (simply a large target at the end). :D I'd also rate speed and maximum launch altitude. Everything from 0 to 10 points. The winner in each class (most points in the class) will recieve 5 upvotes and the winner of the whole challenge (most points in total) will revieve 10 upvotes. If there are several winners in one class with the same amount of points, the one with the highest overall score will be chosen as the winner of that class.
@Halfstrike But his fans totally don't seem to care.
@Halfstrike I better build a torpedo test range for that purpose. :D I hope SP likes such large creations.
@Halfstrike I know that. I meant I wonder why nobody has taken and painted it to upload it for Jelly yet. :D
I wonder why I didn't see it in Jelly colors already.
@Halfstrike I was also thinking about making such a challenge. Haven't done a single one yet. :D
@Campsafe Thanks! :) Your brother should update his version of SimplePlanes. Weapons are working on mobile since the last update. It will be a lot more fun.