@Rob119WithA105mmHowitzer Use AND logic gate: (desired input) & (activation input). For example, Pitch & Activate1. This will disable Pitch unless Activate1 = true. Then other planes, change the activation input to other inputs like Activate2, Activate3, VTOL=1, etc.
@ivan6uy 1) You gotta set disableAircraftCollisions = false on aircraft parts that touch the deck (wheel usually) & deck surface parts. 2) In designer mode make sure no plane touch the deck (i usually move the plane a bit above from deck)
Who is that beautiful witch with ashen hair fluttering in the wind? She who shines so brightly even the sun is squinting at her. That's right it's you Elaina!
@llDeadboyll 1st make sure both deck & wheel partCollision is true. 2nd, landing gear may sunk because plane weight is affected by total ship weight. So just increase the suspension strength but that might become too bouncy
Personally i prefer resizable wheel because it won't sunk and more sleek moving on deck. The cons are more part counts and easily swept (require auto locking magnet)
Very cool concept. I think the detacher input would be activate if Fuel = 0 because fuel leak when shot. Also could be doubled with AND gate Input B: PitchRate or RollRate too fast when plane lost control
@Coreisasussy I tend to build reference accurate and light CV happen to have better performance due to lesser part count & drag area but there aren't many light carrier IRL. Currently i have no plan building another carrier
@Robomo119DerMustangKiller Well, installing aircraft is a lot of effort to edit every control group. Besides realism aspect panther is too advanced and f2f is pretty old for this cvl
@karameji I liked it
This is the kind of music I gonna listen when adventuring an alien planet at night. Running in flowerfield with fireflies scattering around at every steps. Then laying on ground, gazing at the infinitely expanding universe full of stars with some colorful nebula cloud
Amazing build i'm impressed with the cockpit tracking drones. I tried to reverse engineer it but really complex so many variables. Can i ask a favor pls to make a post explaining how it work (without the target tracking) or make a free to use one?
@llDeadboyll That's not possible since AI and your aircraft are separate controls. They don't care whether your LandingGear is on/off.
But for landing aid, they can detect your distance & elevation angle from them. So it's possible turning on when you "approach"
@llDeadboyll If the target you mean spawned AI, by default their LandingGear are always 0. The closest possible thing is detecting their altitude by TargetElevation. Maybe you could explain what're you trying to make?
@NormalPeople404 I tried to push down the part count while maintain the "not much details but still looking good". Unfortunately the VLS took so many parts count (missiles & cells about +750)
I recommend to delete some overnumbered missiles or try this alternative similar build by @Inuyasha8215
@ZWLenning Sorry for necroposting. This is post appear on top on my search. In case i encounter same problem in the future and forgot the solution, much likely i'll find this post again. So it's more for myself but thanks for posting this easy to search question anyway
I have similar one using variable to set ammo count
Markdown formatting
+1@ivan6uy The predecessor, North Carolina class.
@ivan6uy I guess only 30% done.
@PlaneFlightX It worked! Thanks!
+1@PlaneFlightX sorry for ping but could you help me with this problem? I failed math.
@Rob119WithA105mmHowitzer Use AND logic gate: (desired input) & (activation input). For example, Pitch & Activate1. This will disable
+1Pitch
unlessActivate1 = true
. Then other planes, change the activation input to other inputs like Activate2, Activate3, VTOL=1, etc.*massive dopamine release
@ivan6uy I think you might need to increase ship weight or drag scaling. Currently i'm working on a USN Battleship but still far away from finished
@ivan6uy 1) You gotta set disableAircraftCollisions = false on aircraft parts that touch the deck (wheel usually) & deck surface parts. 2) In designer mode make sure no plane touch the deck (i usually move the plane a bit above from deck)
Earthian terrorist smasher
@Robomo119E Yeah just put credit
Ahh yes... Extra target practice
+2Who is that beautiful witch with ashen hair fluttering in the wind? She who shines so brightly even the sun is squinting at her. That's right it's you Elaina!
+2@llDeadboyll 1st make sure both deck & wheel partCollision is true. 2nd, landing gear may sunk because plane weight is affected by total ship weight. So just increase the suspension strength but that might become too bouncy
Personally i prefer resizable wheel because it won't sunk and more sleek moving on deck. The cons are more part counts and easily swept (require auto locking magnet)
Damn mercurian country bumpkin
T
Very cool concept. I think the detacher input would be activate if Fuel = 0 because fuel leak when shot. Also could be doubled with AND gate Input B: PitchRate or RollRate too fast when plane lost control
+1@USSNJ There's a WIP Yorktown class hull but delayed for another project. I think gonna be a very long time
@Coreisasussy I tend to build reference accurate and light CV happen to have better performance due to lesser part count & drag area but there aren't many light carrier IRL. Currently i have no plan building another carrier
Good lord papa Andrew hasn't abandoned us
+1@Robomo119DerMustangKiller Well, installing aircraft is a lot of effort to edit every control group. Besides realism aspect panther is too advanced and f2f is pretty old for this cvl
@1link598 Scroll up. read instructions manual, recovery section
@SPplayer2202 Im not likely going to buid another cruiser for now. There're other ship projects i want to finish first
Amongus: Educational space game
+5Amongus collab when
@BismarckWWII Yeah always wanted to make that one. I have WIP Yorktown class hull but gonna take long to finish cause other projects
+1Change pylon/detacher activation group
+1Bug: Orbit camera "Is Active" input doesn't work
Steps to reproduce:
1. put an orbit camera with "Is active" any variable you name it
2. put a beacon light with "Is active" variable as input
Expected result: light on when on that orbit camera
Actual result: light still off, input not working
@karameji I liked it
+1This is the kind of music I gonna listen when adventuring an alien planet at night. Running in flowerfield with fireflies scattering around at every steps. Then laying on ground, gazing at the infinitely expanding universe full of stars with some colorful nebula cloud
The music has Starbound vibe
What music you use?
@LunarEclipseSP Red sun. Red sun over paradise
+2@Renamed2524 No. I only build anything i like
@girlsandpanzer I think i get it. Thanks for the advice i will try it
I'm trying to make a bomber squadron that follow the main cockpit with this similar tech
Amazing build i'm impressed with the cockpit tracking drones. I tried to reverse engineer it but really complex so many variables. Can i ask a favor pls to make a post explaining how it work (without the target tracking) or make a free to use one?
Average SR2 fans getting name change vs average SP enjoyer not getting update for years
+19@beenz Good. That's one less loose end.. BANG
+2@Tohu Mission failed we'll get em next time
+1Do you have the DSM?
+3Uwoooooooooooh seggs seggs seggggggs
This is the pinnacle of human intellect
@llDeadboyll Detecting approach would be a complex FT. that i'm too lazy to figure it
@llDeadboyll That's not possible since AI and your aircraft are separate controls. They don't care whether your LandingGear is on/off.
But for landing aid, they can detect your distance & elevation angle from them. So it's possible turning on when you "approach"
@llDeadboyll If the target you mean spawned AI, by default their
LandingGear
are always0
. The closest possible thing is detecting their altitude byTargetElevation
. Maybe you could explain what're you trying to make?@Noplane Mine worked well. Have you detach it from docking boom? Or does the rotor spin?
@Noplane I don't know about mobile. I think it's still the same controls just follow the undocking guide above
+2@Hellfire3627 default control for PC press space
@Inuyasha8215 Nvm i thought it won't get notified if i mention name inside a link
@Hellfire3627 CIWS automatically aim at max target range 5.5km (3 nautical miles)
@NormalPeople404 I tried to push down the part count while maintain the "not much details but still looking good". Unfortunately the VLS took so many parts count (missiles & cells about +750)
I recommend to delete some overnumbered missiles or try this alternative similar build by @Inuyasha8215
@ZWLenning Sorry for necroposting. This is post appear on top on my search. In case i encounter same problem in the future and forgot the solution, much likely i'll find this post again. So it's more for myself but thanks for posting this easy to search question anyway
+1