In the overload editor, set partcollisionresponse to 0 or none and then set the health command to a higher number. With 0 part collision response, missiles and cannons only deal a certain amount of damage points so the larger the value for health, the more missiles it can take
@Random40 if changing the value to 0 only makes it not break from collisions then is there a way to make parts not have any collisions with the ground causing them to go through the ground?
It’s like that because the magnets must be able to rotate so they remain flat against the ground at different angles. I did not intentionally make it look like a nazi symbol
I have dropped a car and drove around inside the cave systems on the inside of the kraken's head. Also i figured out the hard way about it being unkillable by dropping 96 boom 25s on it using my b17.
All fuselage blocks have the same hitpoints no matter how big they are. You can create more armoured builds by creating a frame inside your plane made out of fuselage block rods and cover those in many layers of fuselage blocks that protect the inner frame but also are the decorative pieces. I still think that an armour slider on the fuselage block should exist because it is a pain to add many layers of thin fusalage blocks.
I’m actually gonna scale the winch up so the rope is like a big red indicator line so I won’t fly too far and lose the carrier plane
@edensk what do I mod the winch to do
In the overload editor, set partcollisionresponse to 0 or none and then set the health command to a higher number. With 0 part collision response, missiles and cannons only deal a certain amount of damage points so the larger the value for health, the more missiles it can take
@Random40 if changing the value to 0 only makes it not break from collisions then is there a way to make parts not have any collisions with the ground causing them to go through the ground?
+1I am pretty sure only the people who know this will comment
yes I know the real gun is supposed to be 16 inches but I had to change the caliber to make it look the way it is supposed to
I know but the I’m just improving the previous one. I will give credit on my finished version
They are mounted on rotators in a way so no matter what during the rolling cycle one of the wheels will always have two magnets on the ground
There is a reason why the wheels are shaped like that
Unfortunately the skypark island is not magnetic despite it being a huge steel island
+2I can climb around the ceiling of the beast lower deck
Dang submitting lag
I like to use it either on the bridge or inside the lower deck of uss beast
I like to use it either on the bridge or inside the lower deck of uss beast
It’s like that because the magnets must be able to rotate so they remain flat against the ground at different angles. I did not intentionally make it look like a nazi symbol
I have dropped a car and drove around inside the cave systems on the inside of the kraken's head. Also i figured out the hard way about it being unkillable by dropping 96 boom 25s on it using my b17.
it did take me a long time though to figure out the {health=""} command
@Nerfaddict you could do that too
you can type health="what ever number you want to set the health at" when modding a fuselage block.
All fuselage blocks have the same hitpoints no matter how big they are. You can create more armoured builds by creating a frame inside your plane made out of fuselage block rods and cover those in many layers of fuselage blocks that protect the inner frame but also are the decorative pieces. I still think that an armour slider on the fuselage block should exist because it is a pain to add many layers of thin fusalage blocks.
Very glad someone decided to make a project that would help a lot of other people’s builds.
+1