20/06/24 AFTER 2 YEARS, I HAVE DECIDED TO ROLL BACK THIS BUILD TO THE ORIGINAL CHASSIS AND INSTEAD RELEASE THE UPDATED PACKAGE AS ITS CHASSIS TO HAVE BOTH OPTIONS OUT FOR PEOPLE.
@c144538707 Randomly stumbled upon this while remembering to see if my profile is not dead. I am humbled to see that you consider me a mech builder. Many would say I'm a wannabe at best, considering my skill and mess builds.
Updated the XML with minor updates for the plane and removed the built-in pack of weaponry for it cause of spawning issues that people might encounter.
PWR has been lowered significantly, as it should have been from the start.
Drag was slightly changed.
Weapons pack will be re-uploaded later on as standalone thing.
@13hb01sedgefieldcc It's most likely because of the extra un-attached weapon pack blocks. Just save them as subassembly and remove them from the plane, should be good to go to spawn on the beast.
@NavalMan96 I just noticed (haven't logged in site for a while) that the cockpit pictures have gone missing, shame.
Anyways, to start up the plane all you need is on the right-hand side panel.
I will shortly list the stuff in hopes you can find them yourself.
First and foremost uncage the gauges via the switch nearby the radar.
From here on now:
1.L and R batteries
2.Master Caution
3.Oil Pump
4.Oxygen
5.APU
6.GROUND
Then proceed to the Engine crank switch and crank it right, that will switch so the next time you hit the starter it will crank the right engine. Once right engine has been cranked and you see the starter indicator needle move (Under the RPM gauges), proceed to the left engine doing the same thing.
With that done, plane is ready to fly, albeit not in full system ready-check. (Missing RWR, nose camera screen and a few other stuff, but it WILL fly just fine)
11/03/24
I STRONGLY SUGGEST YOU SAVE THEM SOMEWHERE THE NEXT TIME YOU OPEN THEM FROM HERE, CAUSE THEY KEEP EXPIRING FROM SOMETHING!
If the links expire again, notify me to re-send them somehow or to give you further contact information on Discord for in-detail helping!
I am gonna tag the people that upvoted on my teaser, I am sorry and will remove any comments if they did not want it and I misunderstood by some chance!
@c144538707 I am assuming you suggest to enlarge the mobile suit.
Its a possibility, but for now I prefer the smaller sized idea based around the later on UC suits that were small and packed higher powered gear and relied on speed rather than armor and all.
@c144538707 I have re-bound it so it either uses AG8 or stab input, meaning the only way to de-activate the gyro's is to completely shut down the unit, theoretically.
@c144538707 Will do a small update soon and re-bind it to the power system so the gyro's work if either AG8 is on or the Stabs are on (if ag8 is off), how's that sound?
@c144538707
The backpack shield system was removed cause it seemed to give little defense at the expense of extra lack cluster and part count, only real downside is the loss of the sturm-fausts that were mounted inside to be fired at stuff.
.
The High-output beam cannons on the back activate automatically when you select a target WITH hover mode on (Using the H.O.P.E unit).
.
The rotation is not touched much from the old 0118, only real difference is the gimbal of the gyro's being loosened'd up to stop it from flipping and being constant pain to rotate without going into space.
.
Altitude control testing had no problems for me in any way, since it is still using the old 0118 system. I am running high physics, so there could be some issues on lower settings, not tested there.
Stabs (gyro's)were removed from total power control (AG8) because of the idea that you can technically freefall if you want, since this mech is primarily meant to fly and not be ground fighter (Not that advanced to make it be agile on land without making a fake hover walk which is not good for combat).
.
The Monarch O.S. (Or that being the Stein 2.0 O.S.) proved to significantly boost movement without much cost to stability, as high as 75% upgrade of control over the old 0118 O.S.
*P.S. The Stein and Stein 2.0 Suit projects alongside their O.S. and other upgrades all date back to 0118 anyway, it's one in the same, just different outputs and limits.
.
The Ejection was not bound to AG cause I left it there as a little misc that you can do with the suit, since I don't believe people wanna eject their only weapons (Unless you wanna struggle with the built in miniguns, but I scaled down on their RPM and damage because they are smaller caliber now)
.
As for the waist aiming, I have plans to update it so it can be toggled by the TVA (Torso Vertical Aim) which will result in the THAVA (Torso horizontal and vertical aim) system. That will leave the arms and head to do the auto-aim on their own, which are stable on their own.
.
If there is anything else you want to ask about or note, I will be happy to answer (May take a bit, since I am mostly focusing on life, these Gundams are back-burners, hence why they take months while being low quality)
Just a small heads up, I would suggest to watch your part count and cost, cause above 3-3.5k cost is not that good on VR from what I've gathered in forums(If you plan to make it for VR that is).
As for the hands, you can go the same route I did and make them auto-aim and have manual aim controlled by camera as well.
Flight system is tricky and takes time to tune properly from suit to suit (depending on weight, aero and drag).
Wish you all the luck in this mech project!
Feel free to contact me on discord (gundamenjoyer00) if you want any help (as long as I can be of help tho, haha!)
Definitely see potential in your work, but then again, I am pretty novice when it comes to mechs (Don't have reputation neither big experience behind my back yet).
I'm always open to experience exchange, if we can help each other in some way, one mech fan to another!
Invest some time into making up the logic of how you want the machine to operate, the rest is to just find a way to do it using FT magic.
Goodluck!
*P.S.
Very smart idea to use labels for cockpit monitor simulation! I didn't think of that until seeing it from this unit. Do you mind if I take some of the labels and see what I can do with them in terms of modifications and so on?
All the best!
-01
Looks very nice for start to later on upgrade, but definitely suggest you invest some time in the descriptions, so people can easily understand controls!
Glad to see more people join into the mechs and especially the transforming machines!
@c144538707 Gonna have to ruin the mood, but most likely wont be done since I have decided to drop SP again for a good while. Stein will remain unfinished and broken for the near future.
@c144538707 I can re-purpose the Stein to have dual O.S. ,however that would mean extending the test runs with at least another month and probability of success dropping to under 60% (Without it practically being too unstable for mass production usage).
However, good news (somewhat) for you, hover unit is done and installed in the base Stein thanks to new generator output and better gyro system.
*P.S. It's more of a why rather than when type of question.
Why make it dual O.S. considering the hover unit is already installed in the Stein and tuned to be on-par with Xi Gundam's handling in atmosphere? Why make it fly independently (with struggles and a lot of AMBAC usage) than to use the already mastered hover unit?
Always wondered how you, wybz and a few other mechs on the site manage to make "switchable" weapons? I notice that some use the new VR parts (most notably the control bases), but cant wrap my head around that sorcery.
Any possible explanation? (Even simple explanations would be nice help for the future.)
*P.S. Goodluck in university, from one student to another!
@c144538707 Size is good, just needs re-shaping to be smoother and nicer to the eye.
I am also quietly updating the inner structure, alongside systems.
@c144538707 I am well versed in the mech animes (Big fan of Aldnoah Zero, so i know the gleipnir well), and that upgrade pack can be done in the future (for now i wanna finish updating the body structure).
Greetings, would it be ok with you if I use the head on my own suit prototypes? For start it will be minor upgrades and changes, but in future it seems like promising starter for different designs.
@c144538707 I have no issue with making a striker pack with ejectable ordinance and droppable armor, but it will affect the performance and part count significantly.
@TheTomatoLover Well, I will include a weapon's rack as subassembly in the next build then, so you can swap out weapons before sorties.
As of now, let's say it has plenty of firepower to take down ships on its own! (However, ammo is limited, so watch your shots!)
I have a question for the future. Do you think the suits should stick to stuff that they carry and can use, or have decorative weaponry/ smaller stuff on them (although it wont be able to be used as of now)?
@c144538707 "-Flight system, I give B+. Minus point is the flight system is a bit not stable. (That mass may be dragging down the flight system"
"-Also it takes a bit long time to recover the balance"
"-Durability, I like it. Continue it"
"-Weapon system, maybe you need to set a rotation angle limiter."
#Let's start with list of stuff I've put my attention on:
-Flight System Upgrade (50%)✔️
-Balance upgrade (50%)✔️
-New weapons ✔️
-Cockpit update ✔️
-Automation systems upgrade ✔️
Dipping my hands into new stuff, to see what comes out of my small imagination.
@TheTomatoLover It's out of the blue, but I am interested in giving you a go at being test pilot for the next few prototype runs that I plan. That means your feedback will directly influence how the suits turn out, both in look and functionality. You will be credited.
If interested, contact me in discord (I can be found both in Skyward and SPBC as @CertifiedWeirdo).
@TheTomatoLover Leave is hard word to use, "Semi-active" is more per-se.
However I disagree with the statement that no one builds VR mechs, they are just great quality and few in-between.
If anything, my builds are the bottom-tier quality when it comes to mech, at least looking at them right now.
@c144538707 This is a stop-gap suit, it was never majorly updated with tech to fix its serious issues.
Stein will have some extra fixes and systems to ensure it has somewhat better capabilities, including funnel system.
@Ian_Yashima Glad to know its at least somewhat good with movement after I changed how it works. Shame that I can't make it as stable or as good looking as your builds (Great inspiration for the future).
@Cir8 Read the instructions in the craft, but I will explain again in-case something is missing.
Start the systems (Start switch, fuel switch, the buttons on the left-hand side of the wheel), engage both forward and reverse drives and you are good to go.
@c144538707 Simpleplanes randomly decided to send me an email, so I popped up and saw this. What are you waiting on me for exactly?
20/06/24 AFTER 2 YEARS, I HAVE DECIDED TO ROLL BACK THIS BUILD TO THE ORIGINAL CHASSIS AND INSTEAD RELEASE THE UPDATED PACKAGE AS ITS CHASSIS TO HAVE BOTH OPTIONS OUT FOR PEOPLE.
@c144538707 Randomly stumbled upon this while remembering to see if my profile is not dead. I am humbled to see that you consider me a mech builder. Many would say I'm a wannabe at best, considering my skill and mess builds.
08/04/24
Updated the XML with minor updates for the plane and removed the built-in pack of weaponry for it cause of spawning issues that people might encounter.
PWR has been lowered significantly, as it should have been from the start.
Drag was slightly changed.
Weapons pack will be re-uploaded later on as standalone thing.
@13hb01sedgefieldcc It's most likely because of the extra un-attached weapon pack blocks. Just save them as subassembly and remove them from the plane, should be good to go to spawn on the beast.
@c144538707 For some reason pictures keep getting terminated from something, will re-upload them somehow again soon. Deeply sorry for the situation!
@NavalMan96 I just noticed (haven't logged in site for a while) that the cockpit pictures have gone missing, shame.
Anyways, to start up the plane all you need is on the right-hand side panel.
I will shortly list the stuff in hopes you can find them yourself.
First and foremost uncage the gauges via the switch nearby the radar.
From here on now:
1.L and R batteries
2.Master Caution
3.Oil Pump
4.Oxygen
5.APU
6.GROUND
Then proceed to the Engine crank switch and crank it right, that will switch so the next time you hit the starter it will crank the right engine. Once right engine has been cranked and you see the starter indicator needle move (Under the RPM gauges), proceed to the left engine doing the same thing.
With that done, plane is ready to fly, albeit not in full system ready-check. (Missing RWR, nose camera screen and a few other stuff, but it WILL fly just fine)
11/03/24
I STRONGLY SUGGEST YOU SAVE THEM SOMEWHERE THE NEXT TIME YOU OPEN THEM FROM HERE, CAUSE THEY KEEP EXPIRING FROM SOMETHING!
If the links expire again, notify me to re-send them somehow or to give you further contact information on Discord for in-detail helping!
*P.S. Here are the cockpit picks again:
Pic1
Pic2
@Doyoucares , @PUMPKINSIDD , @N0ble
@HuskyDynamics01 , @Gro , @MrsKiwiexe
@XAircraftManufacturer , @DatTrainGuy19 , @VTPADELTA
I am gonna tag the people that upvoted on my teaser, I am sorry and will remove any comments if they did not want it and I misunderstood by some chance!
Will continue to update occasionally with some new boops and beeps for those interested.
-01
@AfkSlot I don't know how I got the chance, but I guess Andrew liked my scuffed robot, lol!
+1@c144538707 I am assuming you suggest to enlarge the mobile suit.
Its a possibility, but for now I prefer the smaller sized idea based around the later on UC suits that were small and packed higher powered gear and relied on speed rather than armor and all.
|1.12.23 - 16:05PM EET |
Update for the gyro system tweaks has been pushed.
Re-Download to get the updated system.
Notify me if there are any further issues.
@c144538707 I have re-bound it so it either uses AG8 or stab input, meaning the only way to de-activate the gyro's is to completely shut down the unit, theoretically.
@c144538707 Will do a small update soon and re-bind it to the power system so the gyro's work if either AG8 is on or the Stabs are on (if ag8 is off), how's that sound?
@c144538707
The backpack shield system was removed cause it seemed to give little defense at the expense of extra lack cluster and part count, only real downside is the loss of the sturm-fausts that were mounted inside to be fired at stuff.
.
The High-output beam cannons on the back activate automatically when you select a target WITH hover mode on (Using the H.O.P.E unit).
.
The rotation is not touched much from the old 0118, only real difference is the gimbal of the gyro's being loosened'd up to stop it from flipping and being constant pain to rotate without going into space.
.
Altitude control testing had no problems for me in any way, since it is still using the old 0118 system. I am running high physics, so there could be some issues on lower settings, not tested there.
Stabs (gyro's)were removed from total power control (AG8) because of the idea that you can technically freefall if you want, since this mech is primarily meant to fly and not be ground fighter (Not that advanced to make it be agile on land without making a fake hover walk which is not good for combat).
+1.
The Monarch O.S. (Or that being the Stein 2.0 O.S.) proved to significantly boost movement without much cost to stability, as high as 75% upgrade of control over the old 0118 O.S.
*P.S. The Stein and Stein 2.0 Suit projects alongside their O.S. and other upgrades all date back to 0118 anyway, it's one in the same, just different outputs and limits.
.
The Ejection was not bound to AG cause I left it there as a little misc that you can do with the suit, since I don't believe people wanna eject their only weapons (Unless you wanna struggle with the built in miniguns, but I scaled down on their RPM and damage because they are smaller caliber now)
.
As for the waist aiming, I have plans to update it so it can be toggled by the TVA (Torso Vertical Aim) which will result in the THAVA (Torso horizontal and vertical aim) system. That will leave the arms and head to do the auto-aim on their own, which are stable on their own.
.
If there is anything else you want to ask about or note, I will be happy to answer (May take a bit, since I am mostly focusing on life, these Gundams are back-burners, hence why they take months while being low quality)
@c144538707
+1@16
Thought its fair I tag you, to let you know that it did finally come out in the end.
Just a small heads up, I would suggest to watch your part count and cost, cause above 3-3.5k cost is not that good on VR from what I've gathered in forums(If you plan to make it for VR that is).
As for the hands, you can go the same route I did and make them auto-aim and have manual aim controlled by camera as well.
Flight system is tricky and takes time to tune properly from suit to suit (depending on weight, aero and drag).
Wish you all the luck in this mech project!
+1Feel free to contact me on discord (gundamenjoyer00) if you want any help (as long as I can be of help tho, haha!)
@Transair56 As a gundam fan, I can't either!
Definitely see potential in your work, but then again, I am pretty novice when it comes to mechs (Don't have reputation neither big experience behind my back yet).
I'm always open to experience exchange, if we can help each other in some way, one mech fan to another!
Invest some time into making up the logic of how you want the machine to operate, the rest is to just find a way to do it using FT magic.
Goodluck!
*P.S.
Very smart idea to use labels for cockpit monitor simulation! I didn't think of that until seeing it from this unit. Do you mind if I take some of the labels and see what I can do with them in terms of modifications and so on?
All the best!
-01
Looks very nice for start to later on upgrade, but definitely suggest you invest some time in the descriptions, so people can easily understand controls!
Glad to see more people join into the mechs and especially the transforming machines!
+2@c144538707 Gonna have to ruin the mood, but most likely wont be done since I have decided to drop SP again for a good while. Stein will remain unfinished and broken for the near future.
@c144538707 I don't think I quite understand what you mean by the chest changing, explain further if its not a problem.
@c144538707 I can re-purpose the Stein to have dual O.S. ,however that would mean extending the test runs with at least another month and probability of success dropping to under 60% (Without it practically being too unstable for mass production usage).
However, good news (somewhat) for you, hover unit is done and installed in the base Stein thanks to new generator output and better gyro system.
*P.S. It's more of a why rather than when type of question.
Why make it dual O.S. considering the hover unit is already installed in the Stein and tuned to be on-par with Xi Gundam's handling in atmosphere? Why make it fly independently (with struggles and a lot of AMBAC usage) than to use the already mastered hover unit?
Always wondered how you, wybz and a few other mechs on the site manage to make "switchable" weapons? I notice that some use the new VR parts (most notably the control bases), but cant wrap my head around that sorcery.
Any possible explanation? (Even simple explanations would be nice help for the future.)
*P.S. Goodluck in university, from one student to another!
+1@c144538707 Size is good, just needs re-shaping to be smoother and nicer to the eye.
I am also quietly updating the inner structure, alongside systems.
No coccpit?
@c144538707 I am well versed in the mech animes (Big fan of Aldnoah Zero, so i know the gleipnir well), and that upgrade pack can be done in the future (for now i wanna finish updating the body structure).
Greetings, would it be ok with you if I use the head on my own suit prototypes? For start it will be minor upgrades and changes, but in future it seems like promising starter for different designs.
@c144538707 I have no issue with making a striker pack with ejectable ordinance and droppable armor, but it will affect the performance and part count significantly.
@TheTomatoLover Well, I will include a weapon's rack as subassembly in the next build then, so you can swap out weapons before sorties.
+1As of now, let's say it has plenty of firepower to take down ships on its own! (However, ammo is limited, so watch your shots!)
@TheTomatoLover Nope.
+1Greetings again, lads @c144538707 @TheTomatoLover
I have a question for the future. Do you think the suits should stick to stuff that they carry and can use, or have decorative weaponry/ smaller stuff on them (although it wont be able to be used as of now)?
@c144538707 "-Flight system, I give B+. Minus point is the flight system is a bit not stable. (That mass may be dragging down the flight system"
"-Also it takes a bit long time to recover the balance"
"-Durability, I like it. Continue it"
"-Weapon system, maybe you need to set a rotation angle limiter."
#Let's start with list of stuff I've put my attention on:
-Flight System Upgrade (50%)✔️
-Balance upgrade (50%)✔️
-New weapons ✔️
-Cockpit update ✔️
-Automation systems upgrade ✔️
Dipping my hands into new stuff, to see what comes out of my small imagination.
+1@TheTomatoLover It's out of the blue, but I am interested in giving you a go at being test pilot for the next few prototype runs that I plan. That means your feedback will directly influence how the suits turn out, both in look and functionality. You will be credited.
If interested, contact me in discord (I can be found both in Skyward and SPBC as @CertifiedWeirdo).
Wish you the best,
+1-01
@TheTomatoLover Leave is hard word to use, "Semi-active" is more per-se.
+1However I disagree with the statement that no one builds VR mechs, they are just great quality and few in-between.
If anything, my builds are the bottom-tier quality when it comes to mech, at least looking at them right now.
@c144538707 This is a stop-gap suit, it was never majorly updated with tech to fix its serious issues.
Stein will have some extra fixes and systems to ensure it has somewhat better capabilities, including funnel system.
@Ian_Yashima Actually, wanted to ask if its possible.
Any tips on how you make your gundam/mobile suits so stable?
@Ian_Yashima Glad to know its at least somewhat good with movement after I changed how it works. Shame that I can't make it as stable or as good looking as your builds (Great inspiration for the future).
Have a good day!
@MrShenanigansSP
@EasternPatrick
@Scratchoza
@Bryan5
@TurnZeta
@hpgbproductions
@Gro
@PUMPKINSIDD
@Jayo
Its so cursed yet beautiful at the same time, the TomHog.
+4@nobe It was my first mech, so it was far from perfect. Nonetheless, I believe it was good start.
Plen
0.1.12.22 Mid-season package update released for the chassis, re-download to test the new modifications.
@Cir8 Read the instructions in the craft, but I will explain again in-case something is missing.
Start the systems (Start switch, fuel switch, the buttons on the left-hand side of the wheel), engage both forward and reverse drives and you are good to go.
+6