SelectedWeapon="name of your weapon" & -FireWeapons
This will fire everything with that name all at once though, so something like
SelectedWeapon="name of your weapon" & ammo("name of your weapon") > X & FireWeapons
Might work better.
Bomb A's detachers will fire when the ammo "Cluster Bomb" is 1, for example, and Bomb B's will fire when it's 0. You have to do this with all the detachers though, so it'll be a little tedious job.
You can put "none" "null" or any other gibberish in the activation group of your submunition so they won't add numbers to the ammo counter (for the ease of writing FT)
This is a video demonstration of my in-progress airlift-capable army project. It will be a all-in-one pack of a large STOL cargo jet, a tank (M103), and some light armors. Basically a small unit of army with individually controllable vehicles you can airlift to another island. Still far from completion, things like cargo lock needs further improvement (though it may not get one). It's a rather ambitious project for me, so I'm intending to take it slow and steady.
*Used a pre existing pic I took for my M103 as the thumbnail.
YT description coppypasta
You hear those peashooters?
Yeah, those.
They are supposed to be 12cm guns.
Ahem.
Here I present you (probably not) the first ever recorded Naval battle in SimplePlanes history against an AI ship (=player built aircraft).
I'm doing these mock battles (in fact just started doing it) to see the problems and "bugs" that I have to squish.
Need for some kinda horizontal stabilizer for one thing. Ship rolls left to right when hit (yes, those peashooters do have a lot of impact force), and that really messes with the aim. I don't want to watch them shoot each other for 10 hours before one come out on top. And you don't either, do you?
We need to
-Shorten battle time (ie we need them to sink faster).
I have some possible solutions, but they all come with a downside.
1) lower hull HP
--ship becomes vulnerable to other kinds of attack, such as torpedo. And I wanna implement torps)
2) increase cannon (impact) damage
--giving more energy to the shell will make the roll much much worse. This will also make them physically push the ships, which looks (looked, I tested) really weird and unrealistic. If you increase ship's mass to counter this, it then messes up rotators, and turrets will become really wobbly.
3)...
4)Add a tiny bit of explosion damage
--No. explosion is weird and can't be controlled unlike impact damage.
5)Increase rate of fire
--Viable.
6)Fight closer to each other
--Also viable.
Combination of "lower HP" "Higher ROF" and "Closer shooting distance" may be the way to go. At least these are the ones I like.
Ingredients:
-Buoyancy based damage model ship
-Auto aim for the guns
-Bot Activator Missile (AI airplanes start using guns once they fire or run out of missile)
-Some love (aka blood and guts and other gross stuff we convince ourselves that we have nothing to do wi-)
@DimitriIqbal91
Thanks. I'm a mobile peasant myself, so/and I wanted to expand the range of things we can do in the game. Reeally looking forward to some kind of team assigning option (for AIs) though, there's only so much you can do working around the limitations.
(I'll probably have submitted this to the google doc form by the time anyone reads this) 【My testing method】
I put bomb on a tower which releases the bomb and causes it to explode upon hitting the ground.
Measured bomb's explosion radius by lining up panels (with labels that indicated the distance) every 10 meters from the point of explosion, and recording the furthest panel affected by the explosion. Panels were all disconnected from the cockpit or other stuff. I've done this on Wright Airport default spawn.
(This one is about bombs. I haven't made my testing contraption public yet, but it's a pretty simple thing)
. 【What I've learnt】
-1 explosionScale makes about 80 meters of blast radius. Stuff at the edge of blast radius was affected less (barely affected).
.
-explosionScale multiplies the blast radius in a linear manner. 1 ES creates 80m blast radius, 2 es 160m, 3 es 240m... etc. At least that was the case in my testing, with the contraption that could measure effect up to 500 meters.
.
-Scale of the bomb 'part' does not seem to affect blast radius or damage. (If it's large enough, bomb collides with the ground earlier and resulting explosion can occur at higher position)
.
-Detonating multiple bombs of the same exploSc at the same location does not change blast radius. I assume it only affects damage within the radius.
.
-Unrelated but...
If you make the scale of a part in a build really really large, like "500000,1,1" large, it messes up the particular aircraft data. Some parts will move and some parts become invisible. Couldn't be fixed by exiting the game. If you save the aircraft in this state, I would guess that the aircraft file in question is ruined.
Holy cappuccino, I thought, for a moment, my in-progress Thud somehow got published. lol
Sorry for opening the comment like that. Nice Thud build, very much appreciate the realistic-leaning performance, and cockpit's nice and clean, too.
Kinda impressed that your main landing gear works well even on low-physics also, as I've been struggling to get mine work on low physics. (Seems I was looking at a wrong solution, increasing part mass and stuff)
Off the top of my head, something like--
-Ability to set UI scale for designer and in-flight separately
-Customizable individual button size & placement for inflight screen (for mobile), and
-Ability to change UI scale in designer & inflight screen (without exiting them)
Listing order of planes in Race Against Opponent and Dogfight mode menu seems to totally be random, and it makes it very hard to find a specific plane when you have more than a few dozen on your game, let alone a few hundred. I think it's in dire need of a comprehensible numerical+alphabetical listing order, and also a search feature (like in build mode or in-flight AI spawner) would be highly appreciated.
Please ignore my suggestion in the previous comment, I didn't realize it already had a zoom in/out feature! Clearly I didn't read the description.. oh well.
I thought it was a bug at first, as I accidentally toggled it and saw the map "act weird" as I pitched my plane up and down, haha. Very cool feature!
When I saw the teaser, I speculated that this was using fuel tank and fuel percentage for the trigger, as I could get an auto-ejecting pilot with that method (which had big fuel tanks (capacity wise) in each wing, so when one of them gets destroyed, fuel percentage gets really low, which activates the detacher)... but wow, I didn't think it would be this advanced!! Great job!
@DatMaluchGuy19
Hey buddy, I don't know the history of the person well so I can't confirm these claim one way or the other (negative or positive), but you shouldn't pass a judgement on a person based on what others are saying or telling you alone, let alone call them a scum. The person's reputation may or may not be granted, but we should leave the hard feelings for the people who have firsthand experience with them to hold.
Hello,
I've noticed there's an upload of an ever-so-slightly modified copy of this build, without credit or any mention of you or this post.
Not sure if you care, but I figured I'd let you know.
https://www.simpleplanes.com/a/39AjPa/Egg-series-1F-4-eggton
The user Waffle15 has also uploaded your eggplane AN-225, again with no credit.
@C47skytrain
Me too. Even a smaller caliber explosive cannon (100mm with explosiveScaler of 0.5 or so for example) does enough damage to insta-kill/disconnect a 100000 HP block.
Also, got it, will notify you of the next weapon.
@FOXG @PlayMinecraft
Thanks:) AI AAAs already exist, this one's by MysteryTimeTraveler (I used lower part version, you can find it in the successor list) https://www.simpleplanes.com/a/j40xqF/ZSU-23-4-Shilka-AI-Ground-Target
I'm making another low-part version more optimized for my purpose
I used to be able to activate many of those cheats without looking at anything, and I could so it pretty fast. lol Occasionally did the thing where you climb beyond the altitude limit with a floaty tank, spawn a bunch of Hydras mid-fall, and see them hit the ground and explode after you landed. I played the game on PS2.
.
.
Sorry, I couldn't see your response before the post was removed (like last week), but these new paint schemes are pretty sick, love them!
I might try and see if I can make custom landing gears for the plane. (Emphasis on might)
This is such a cool innovation, and I love the older-gen videogame look of it! (Really reminds me of tank track in some PS2 games and such). Kinda feels fitting for SP. Really great in terms of part-economy/game performance than the existing methods, too, which is awesome.
Kudos/thanks for sharing the idea with!! X)
@ThomasRoderick
Speaking of which, have I shown you this yet? I did some testings on explosive cannon damage, and the result was kinda confusing. I need to do further testings to know what's up with it, but my plan to utilize explosive shells for the ship combat thing seems to have hit a wall. I just can't tell how the damage & insta-kill trigger scales with the explosion scale/caliber.
.
.
Cannon: 100mm/explosionScaler 0.1
.
(impactDamageScaler is set to 0, and muzzle velocity has no effect on damage. 500m/s shell and 999999m/s shell gave me the same result)
.
Block
1 HP - takes 1-2 shots (1-0.5 damage)
10 HP - takes 1-5 shots (10-2 damage)
100 HP - takes 3-10 shots (33-10 damage)
500 HP - 14-42 shots (35-12 damage)
750hp - 21-62 shots (35-12 damage)
900hp - 25-49-73 shots (36-12 dmg)
1000hp - 27-54-82 (37-12)
1500hp - 41-122 (37-12)
.
10000 hp
estimate: 285-833 (35-12 dmg)
Result: 269-538-539-806-807-808-810 (37.17-12.34 dmg)
.
.
100mm/0.2 ES
HP 10000: insta-kill (10000+ dmg)
Hp 100000: insta kill (100000+)
Hp 1000000: instakill
.
1000mm/0.15 es
Hp 1000000: instakill
.
200mm/0.05es
HP 1000 - 690-1036
.
200mm/0.1es
Hp 10000 - instakill
20000 - 2-1 shots
@ThomasRoderick
Hurrah indeed!
Shame drag doesn't affect bomb's fall speed though, I wanted to differentiate old ww2 era high-drag GP bombs from modern low-drag ones. It's not impossible, but will take too much work & increase parts count unnecessarily. But on the positive side of things, now I have one less (fewer) reason to not disable drag calculations on bombs, so that's good.
Thanks for the link to your forum post btw, I was just thinking of looking for that myself.
@DatRoadTrainGuy19
What about the game settings?
Playing on low physics might help a little (these trucks should work fine on low physics, since they have no suspension parts)
@11qazxc
It seems the damage value dice is rerolled every shot for (probably) every cannon. Still random, but at least they aren't locked into a single value per session like we thought
@11qazxc @ThomasRoderick @Astro12 @wernster
(Sorry for the repeated tagging,)
I think we have a pretty good idea on how cannon damage works and is calculated (ignoring the velocity drop over time)
Also, I'll be pinning comments that I think has especially useful/new info, but it ruins the order of the comments and will make it hard to follow the discussion later, so I'll probably pick and compile them into a more easily-readable format later. Suggestions or help are welcome.
.
Speaking of which, is there a game mechanics equivalent of SimpleCheats or Snowflakes' Funky Trees Guide? I think it would be nice to have these useful info in a easily readable and accessible format. Right now, as far as I'm aware, these info are scattered all over the site, discord and such, and can be removed by accident or the whim of the creator of the post.
Built a new test gear (for non-explosive ammo). https://www.simpleplanes.com/a/Epj6OF/Damage-test-gear-cannon
This one has 4 cannons, and they automatically stop firing when the respective block is destroyed (they are enabled when green cannons above each block is connected to the cockpit). You can re-enable them and count the rounds fired with AG1.
I've seen that too, and your hypothesis, theory, whatever's the right word here would make sense.
(It's been bugging me as it happens with my Sinkable Ship when I blow it up with explosives, scatters the light buoyancy blocks all over the place and kinda ruins the immersion/fun)
@Astro12
Yeah, this thread alone has shown me that there are so many mechanic to it that I wasn't aware of. I just gotta hope I can make a decent HP/survivability& damage system for different class of armor/ship types.
@ThomasRoderick
Huh.. thanks, that's good to know.
I was kinda working on the assumption that what I said was the case (without testing, was just guessing).
And yeah, rocket's explosion doesn't seem to change in any way (people/I build & have to build custom rockets to simulate ones with bigger boom for that--explosion scaler for rocket & pod would be really nice)
@mire233
It's so they don't get 'deleted' when hit, same for the fake hull. I forgot to mention in this post, but that's another main point of the system (if you build your ship like normal, cannon shell literally deletes parts and it looks really weird)
@11qazxc
1 & 2)
Thanks, that worked. And yeah, I was confused about wpSystem_ctgt_id thing (I didn't know what an activator was). 100 (for both) seems good enough at the moment.
This is an already solved issue, but for the sake record, and maybe to save me or others in the future... I was getting "NaN" on my "Current ID" section of the label initially after the plane reached the first way point, and that confused me--and turns out, I somehow typed in "0" in the part of wpSystemctgtid where you're supposed to enter number of IDs. (It has to be the correct number!) Just leaving it here in case I get the same error in the future and forget why.
wpSystemctgtid variable setter must be zero if Time is less than 0.1s, but Time is global so...
That makes sense. Will try that (replacing Tim with sum(1)) and get back to you.
IDK why it works such way. It only uses coords to get angle to waypoint, and then uses that angle to turn.
Might have something to do with the gyro. It made the plane much more stable, but I wouldn't be surprised if it's interfering with the control surfaces and what they're trying to do.
Not a surprise. ...
Yeah. Not much of an issue anymore, though, thanks to the now bigger horizontal distance requirement.
Spawned a bunch (more than 5) at the same time and watched them go, they rarely collided with each other when driving around. They did sometimes bunch up in one destination (one time, 3 trucks drove to the loading area behind the terminal building at once), and when it happened they did get stuck on each other for a while. Even then, they'd usually unstuck eventually. I don't think there's an easy fix for this though, given that they can't "see" each other. It would be great if we had access to something like gametick, and use it to offset destination coords by a few meters, but for now, I think this is already great as it is.
I'll probably (or maybe) play around with the system later and see if I can create a different route.
@rexzion
AI plane with auto land/takeoff capability? That sounds great.
Also... holy crap. I've been hoping to see an actual coords based guided weapon.
One major drawback of this system is that you can't (easily) guide the bomb to a non-lockable plane, object, etc. (which is the main point of using manually controlled munitions in the game) so maybe a feature that lets you manually enter target coordinates might be neat, too.
@SyntheticL @FOXG
Well, here it is!
I was gonna say, "no, I'm kinda busy with other stuff" but I had all the ingredients, so here's something. Not a quad MG or the cannon on war thunder thing though, I used my pre-existing 37mm cannon I built around the same time.
Say, either this or system like this would work on ships too, wouldn't it?
You can even create a fleet that loams the map on a set course. I can't work on one yet but with sufficiently simple/low part ship builds, having sea traffic without a mod (and on mobile) seems very much possible.
I'm just throwing ideas as I come up with them, but... if you (I mean anyone, as in general you) have an amphibious craft that can beach on some land, and manage to make them stop for a while and lower ramp, you have an AI ferry that can carry your car or whatever to another location. Seems kinda fun to me
@OrderlyHippo @11qazxc @rexzion
(Let me know if you don't need or want to get tagged)
First decent prototype using B-36. I'll publish it later after I'm done making a few more modifications. This one is using original PQ-14 FT, so no waypoint system yet. https://www.simpleplanes.com/a/J9N6c0/PQB-36-AI-bomber-AIB-YG-v1
Set to fly 1700m (I think), and bomb Yeager airport's runway. Flies at around 540kph max in my usual testings. Spawn this near Wright, or somewhere between Wright and Yeager.
Bomb trigger, dropping delay, and course heavily affects the accuracy. Waypoint system will probably improve accuracy (sorry, haven't tested your modified version yet 11qazxc), but trigger needs improvement as well (it needs to adjust to current altitude). Some RNG like element might be great also, if that's even possible (can be based on speed, heading, etc.)
It's pretty fun though, spawn like 5 of them, and you get a pretty neat formation of bombers.
@C47skytrain
No worries, I'm still trying to figure out appropriate damage myself.
The reason I I lowered 50cal damage a lot though, is so it doesn't destroy tanks and other 'armored' vehicles in like 10 seconds. Default 25 damage gun could blow up a tank with 10000 hp blocks for armor really quick (.50 cap shouldn't even be able to do damage to the frontal armor of a post ww2 heavy tank, but the game doesn't have thickness value, so high HP and modified weapon damage is the best we can do now)
For a similar reason I tend to lower wing gun damage of my aircraft as well, but again, still trying to figure out what's a good value (you can also increase part HP, so you don't want to make it too weak or too strong).
Oh and yeah, I messed up the shotgun when I uploaded the thing lol It's just hidden though, so unhide and it comes back
@rexzion
Thanks, didn't expect to get a working example. Glad you made it.
Just played around with it, made some super basic modifications, and we've got our (maybe first) spawnable AI bomber.
Spawn it near Bandit, and it should drop bombs somewhere within the runway.
Now, if you strap-on a nuke on this thing, spawn some "friendly" buildings and static aircrafts you need to defend, you get an actual high-threat target that you want to shoot down over the ocean. Nice and easy custom mission basically. You can even spawn some custom AA vehicles, and make them aggro at the bomber via some means. I'm thinking, maybe put a super long range missile w/low fuel time (so it won't actually hit anything) on your enemy bomber, .
Anyway, I have a low part B-36 just for this occasion, so I'll tinker with the concept later. Looking very promising though. Needless to say, feel free to experiment with the idea if you feel like it.
Tagging since you guys might want to see it in action also. It's a proof of concept
@11qazxc
@PlaneFlightX
@hpgbproductions
Acquisition officer: "We want you to take elements that make A-10 and Mi-24 Hind great, and combine that into one package."
The resulting aircraft: * incoherent pain noise *
+5Shhhh, quiet everyone! It's saying something!
"Kill meeee..."
+5I think you can do
This will fire everything with that name all at once though, so something like
Might work better.
Bomb A's detachers will fire when the ammo "Cluster Bomb" is 1, for example, and Bomb B's will fire when it's 0. You have to do this with all the detachers though, so it'll be a little tedious job.
You can put "none" "null" or any other gibberish in the activation group of your submunition so they won't add numbers to the ammo counter (for the ease of writing FT)
+5Love the low-poly style, fun to fly as well!
+5Video with audio commentary explaining this will (probably) be uploaded later.
+4This is a video demonstration of my in-progress airlift-capable army project. It will be a all-in-one pack of a large STOL cargo jet, a tank (M103), and some light armors. Basically a small unit of army with individually controllable vehicles you can airlift to another island. Still far from completion, things like cargo lock needs further improvement (though it may not get one). It's a rather ambitious project for me, so I'm intending to take it slow and steady.
*Used a pre existing pic I took for my M103 as the thumbnail.
+4YT description coppypasta
You hear those peashooters?
Yeah, those.
They are supposed to be 12cm guns.
Ahem.
Here I present you (probably not) the first ever recorded Naval battle in SimplePlanes history against an AI ship (=player built aircraft).
I'm doing these mock battles (in fact just started doing it) to see the problems and "bugs" that I have to squish.
Need for some kinda horizontal stabilizer for one thing. Ship rolls left to right when hit (yes, those peashooters do have a lot of impact force), and that really messes with the aim. I don't want to watch them shoot each other for 10 hours before one come out on top. And you don't either, do you?
We need to
-Shorten battle time (ie we need them to sink faster).
I have some possible solutions, but they all come with a downside.
1) lower hull HP
--ship becomes vulnerable to other kinds of attack, such as torpedo. And I wanna implement torps)
2) increase cannon (impact) damage
--giving more energy to the shell will make the roll much much worse. This will also make them physically push the ships, which looks (looked, I tested) really weird and unrealistic. If you increase ship's mass to counter this, it then messes up rotators, and turrets will become really wobbly.
3)...
4)Add a tiny bit of explosion damage
--No. explosion is weird and can't be controlled unlike impact damage.
5)Increase rate of fire
--Viable.
6)Fight closer to each other
--Also viable.
Combination of "lower HP" "Higher ROF" and "Closer shooting distance" may be the way to go. At least these are the ones I like.
Ingredients:
+3-Buoyancy based damage model ship
-Auto aim for the guns
-Bot Activator Missile (AI airplanes start using guns once they fire or run out of missile)
-Some love (aka blood and guts and other gross stuff we convince ourselves that we have nothing to do wi-)
@DimitriIqbal91
+3Thanks. I'm a mobile peasant myself, so/and I wanted to expand the range of things we can do in the game. Reeally looking forward to some kind of team assigning option (for AIs) though, there's only so much you can do working around the limitations.
Flak guns are directly stoaken from winterro's USS Langley
+3About bomb and bomb's explosion radius
(I'll probably have submitted this to the google doc form by the time anyone reads this)
+3【My testing method】
I put bomb on a tower which releases the bomb and causes it to explode upon hitting the ground.
Measured bomb's explosion radius by lining up panels (with labels that indicated the distance) every 10 meters from the point of explosion, and recording the furthest panel affected by the explosion. Panels were all disconnected from the cockpit or other stuff. I've done this on Wright Airport default spawn.
(This one is about bombs. I haven't made my testing contraption public yet, but it's a pretty simple thing)
.
【What I've learnt】
-1 explosionScale makes about 80 meters of blast radius. Stuff at the edge of blast radius was affected less (barely affected).
.
-explosionScale multiplies the blast radius in a linear manner. 1 ES creates 80m blast radius, 2 es 160m, 3 es 240m... etc. At least that was the case in my testing, with the contraption that could measure effect up to 500 meters.
.
-Scale of the bomb 'part' does not seem to affect blast radius or damage. (If it's large enough, bomb collides with the ground earlier and resulting explosion can occur at higher position)
.
-Detonating multiple bombs of the same exploSc at the same location does not change blast radius. I assume it only affects damage within the radius.
.
-Unrelated but...
If you make the scale of a part in a build really really large, like "500000,1,1" large, it messes up the particular aircraft data. Some parts will move and some parts become invisible. Couldn't be fixed by exiting the game. If you save the aircraft in this state, I would guess that the aircraft file in question is ruined.
Holy cappuccino, I thought, for a moment, my in-progress Thud somehow got published. lol
Sorry for opening the comment like that. Nice Thud build, very much appreciate the realistic-leaning performance, and cockpit's nice and clean, too.
+3Kinda impressed that your main landing gear works well even on low-physics also, as I've been struggling to get mine work on low physics. (Seems I was looking at a wrong solution, increasing part mass and stuff)
I'd love more UI customization options.
Off the top of my head, something like--
+3-Ability to set UI scale for designer and in-flight separately
-Customizable individual button size & placement for inflight screen (for mobile), and
-Ability to change UI scale in designer & inflight screen (without exiting them)
@glueisglue
+3Thanks for the feedback, I was thinking of making other countries weapons in a similar style. Will do in the future (probably not soon)
Listing order of planes in Race Against Opponent and Dogfight mode menu seems to totally be random, and it makes it very hard to find a specific plane when you have more than a few dozen on your game, let alone a few hundred. I think it's in dire need of a comprehensible numerical+alphabetical listing order, and also a search feature (like in build mode or in-flight AI spawner) would be highly appreciated.
+3Please ignore my suggestion in the previous comment, I didn't realize it already had a zoom in/out feature! Clearly I didn't read the description.. oh well.
I thought it was a bug at first, as I accidentally toggled it and saw the map "act weird" as I pitched my plane up and down, haha. Very cool feature!
+3@Monarchii
+2Nobody told me about the ritual! AUGHHH!!! (thrown off an aircraft, into kraken's mouth)
When I saw the teaser, I speculated that this was using fuel tank and fuel percentage for the trigger, as I could get an auto-ejecting pilot with that method (which had big fuel tanks (capacity wise) in each wing, so when one of them gets destroyed, fuel percentage gets really low, which activates the detacher)... but wow, I didn't think it would be this advanced!! Great job!
+2@DatMaluchGuy19
+2Hey buddy, I don't know the history of the person well so I can't confirm these claim one way or the other (negative or positive), but you shouldn't pass a judgement on a person based on what others are saying or telling you alone, let alone call them a scum. The person's reputation may or may not be granted, but we should leave the hard feelings for the people who have firsthand experience with them to hold.
@LunarEclipseSP
+2Thank you!
Hello,
+2I've noticed there's an upload of an ever-so-slightly modified copy of this build, without credit or any mention of you or this post.
Not sure if you care, but I figured I'd let you know.
https://www.simpleplanes.com/a/39AjPa/Egg-series-1F-4-eggton
The user Waffle15 has also uploaded your eggplane AN-225, again with no credit.
@C47skytrain
+2Me too. Even a smaller caliber explosive cannon (100mm with explosiveScaler of 0.5 or so for example) does enough damage to insta-kill/disconnect a 100000 HP block.
Also, got it, will notify you of the next weapon.
@C47skytrain
+2Thanks!! Glad you enjoyed them:)
I certainly will keep making custom weapons for a while. I'll tag you on the next upload if you like.
@FOXG @PlayMinecraft
+2Thanks:) AI AAAs already exist, this one's by MysteryTimeTraveler (I used lower part version, you can find it in the successor list)
https://www.simpleplanes.com/a/j40xqF/ZSU-23-4-Shilka-AI-Ground-Target
I'm making another low-part version more optimized for my purpose
@RepublicOfCursedPlanes
+2Hey I feel ya, we all have days when we need a washing machine in a plane building game.
"Stolen aircraft, prepare to vaporized"
L1 L2 L2 ↑ ↓ ↓ ↑ R1 R2 R2
I used to be able to activate many of those cheats without looking at anything, and I could so it pretty fast. lol Occasionally did the thing where you climb beyond the altitude limit with a floaty tank, spawn a bunch of Hydras mid-fall, and see them hit the ground and explode after you landed. I played the game on PS2.
+2.
.
Sorry, I couldn't see your response before the post was removed (like last week), but these new paint schemes are pretty sick, love them!
I might try and see if I can make custom landing gears for the plane. (Emphasis on might)
This is such a cool innovation, and I love the older-gen videogame look of it! (Really reminds me of tank track in some PS2 games and such). Kinda feels fitting for SP. Really great in terms of part-economy/game performance than the existing methods, too, which is awesome.
+2Kudos/thanks for sharing the idea with!! X)
@ThomasRoderick
+2Speaking of which, have I shown you this yet? I did some testings on explosive cannon damage, and the result was kinda confusing. I need to do further testings to know what's up with it, but my plan to utilize explosive shells for the ship combat thing seems to have hit a wall. I just can't tell how the damage & insta-kill trigger scales with the explosion scale/caliber.
.
.
Cannon: 100mm/explosionScaler 0.1
.
(impactDamageScaler is set to 0, and muzzle velocity has no effect on damage. 500m/s shell and 999999m/s shell gave me the same result)
.
Block
1 HP - takes 1-2 shots (1-0.5 damage)
10 HP - takes 1-5 shots (10-2 damage)
100 HP - takes 3-10 shots (33-10 damage)
500 HP - 14-42 shots (35-12 damage)
750hp - 21-62 shots (35-12 damage)
900hp - 25-49-73 shots (36-12 dmg)
1000hp - 27-54-82 (37-12)
1500hp - 41-122 (37-12)
.
10000 hp
estimate: 285-833 (35-12 dmg)
Result: 269-538-539-806-807-808-810 (37.17-12.34 dmg)
.
.
100mm/0.2 ES
HP 10000: insta-kill (10000+ dmg)
Hp 100000: insta kill (100000+)
Hp 1000000: instakill
.
1000mm/0.15 es
Hp 1000000: instakill
.
200mm/0.05es
HP 1000 - 690-1036
.
200mm/0.1es
Hp 10000 - instakill
20000 - 2-1 shots
@ThomasRoderick
+2Hurrah indeed!
Shame drag doesn't affect bomb's fall speed though, I wanted to differentiate old ww2 era high-drag GP bombs from modern low-drag ones. It's not impossible, but will take too much work & increase parts count unnecessarily. But on the positive side of things, now I have one less (fewer) reason to not disable drag calculations on bombs, so that's good.
Thanks for the link to your forum post btw, I was just thinking of looking for that myself.
@DatRoadTrainGuy19
+2What about the game settings?
Playing on low physics might help a little (these trucks should work fine on low physics, since they have no suspension parts)
@11qazxc
+2It seems the damage value dice is rerolled every shot for (probably) every cannon. Still random, but at least they aren't locked into a single value per session like we thought
@11qazxc @ThomasRoderick @Astro12 @wernster
+2(Sorry for the repeated tagging,)
I think we have a pretty good idea on how cannon damage works and is calculated (ignoring the velocity drop over time)
@11qazxc @ThomasRoderick @Astro12
+2New damage tester
Also, I'll be pinning comments that I think has especially useful/new info, but it ruins the order of the comments and will make it hard to follow the discussion later, so I'll probably pick and compile them into a more easily-readable format later. Suggestions or help are welcome.
+2.
Speaking of which, is there a game mechanics equivalent of SimpleCheats or Snowflakes' Funky Trees Guide? I think it would be nice to have these useful info in a easily readable and accessible format. Right now, as far as I'm aware, these info are scattered all over the site, discord and such, and can be removed by accident or the whim of the creator of the post.
Built a new test gear (for non-explosive ammo).
https://www.simpleplanes.com/a/Epj6OF/Damage-test-gear-cannon
This one has 4 cannons, and they automatically stop firing when the respective block is destroyed (they are enabled when green cannons above each block is connected to the cockpit). You can re-enable them and count the rounds fired with AG1.
@11qazxc @ThomasRoderick
+2@ThomasRoderick
I've seen that too, and your hypothesis, theory, whatever's the right word here would make sense.
(It's been bugging me as it happens with my Sinkable Ship when I blow it up with explosives, scatters the light buoyancy blocks all over the place and kinda ruins the immersion/fun)
@Astro12
+2Yeah, this thread alone has shown me that there are so many mechanic to it that I wasn't aware of. I just gotta hope I can make a decent HP/survivability& damage system for different class of armor/ship types.
@ThomasRoderick
+2Huh.. thanks, that's good to know.
I was kinda working on the assumption that what I said was the case (without testing, was just guessing).
And yeah, rocket's explosion doesn't seem to change in any way (people/I build & have to build custom rockets to simulate ones with bigger boom for that--explosion scaler for rocket & pod would be really nice)
@mire233
+2It's so they don't get 'deleted' when hit, same for the fake hull. I forgot to mention in this post, but that's another main point of the system (if you build your ship like normal, cannon shell literally deletes parts and it looks really weird)
@11qazxc
1 & 2)
Thanks, that worked. And yeah, I was confused about
wpSystem_ctgt_id
thing (I didn't know what an activator was). 100 (for both) seems good enough at the moment.This is an already solved issue, but for the sake record, and maybe to save me or others in the future... I was getting "NaN" on my "Current ID" section of the label initially after the plane reached the first way point, and that confused me--and turns out, I somehow typed in "0" in the part of wpSystemctgtid where you're supposed to enter number of IDs. (It has to be the correct number!) Just leaving it here in case I get the same error in the future and forget why.
That makes sense. Will try that (replacing Tim with sum(1)) and get back to you.
Might have something to do with the gyro. It made the plane much more stable, but I wouldn't be surprised if it's interfering with the control surfaces and what they're trying to do.
Yeah. Not much of an issue anymore, though, thanks to the now bigger horizontal distance requirement.
+2Free tanks for everyone! This is a [insert a holiday of your choice] Miracle!
+2@JaeBeansS
Hehehe
After all any game can be made better with a nice naval combat, wouldn't you agree? lol
@Graingy
+2Mmhm! lol
Clean and low-part, and flies well. Love it!
+2@GR0SUPRA
Thank you!:)
@WolfHunter9111
+2mm yes! loo
Spawned a bunch (more than 5) at the same time and watched them go, they rarely collided with each other when driving around. They did sometimes bunch up in one destination (one time, 3 trucks drove to the loading area behind the terminal building at once), and when it happened they did get stuck on each other for a while. Even then, they'd usually unstuck eventually. I don't think there's an easy fix for this though, given that they can't "see" each other. It would be great if we had access to something like gametick, and use it to offset destination coords by a few meters, but for now, I think this is already great as it is.
+2I'll probably (or maybe) play around with the system later and see if I can create a different route.
@rexzion
+2AI plane with auto land/takeoff capability? That sounds great.
Also... holy crap. I've been hoping to see an actual coords based guided weapon.
One major drawback of this system is that you can't (easily) guide the bomb to a non-lockable plane, object, etc. (which is the main point of using manually controlled munitions in the game) so maybe a feature that lets you manually enter target coordinates might be neat, too.
+2@SyntheticL @FOXG
+2Well, here it is!
I was gonna say, "no, I'm kinda busy with other stuff" but I had all the ingredients, so here's something. Not a quad MG or the cannon on war thunder thing though, I used my pre-existing 37mm cannon I built around the same time.
Say, either this or system like this would work on ships too, wouldn't it?
You can even create a fleet that loams the map on a set course. I can't work on one yet but with sufficiently simple/low part ship builds, having sea traffic without a mod (and on mobile) seems very much possible.
I'm just throwing ideas as I come up with them, but... if you (I mean anyone, as in general you) have an amphibious craft that can beach on some land, and manage to make them stop for a while and lower ramp, you have an AI ferry that can carry your car or whatever to another location. Seems kinda fun to me
+2@OrderlyHippo @11qazxc @rexzion
(Let me know if you don't need or want to get tagged)
First decent prototype using B-36. I'll publish it later after I'm done making a few more modifications. This one is using original PQ-14 FT, so no waypoint system yet.
https://www.simpleplanes.com/a/J9N6c0/PQB-36-AI-bomber-AIB-YG-v1
Set to fly 1700m (I think), and bomb Yeager airport's runway. Flies at around 540kph max in my usual testings. Spawn this near Wright, or somewhere between Wright and Yeager.
+2Bomb trigger, dropping delay, and course heavily affects the accuracy. Waypoint system will probably improve accuracy (sorry, haven't tested your modified version yet 11qazxc), but trigger needs improvement as well (it needs to adjust to current altitude). Some RNG like element might be great also, if that's even possible (can be based on speed, heading, etc.)
It's pretty fun though, spawn like 5 of them, and you get a pretty neat formation of bombers.
@C47skytrain
No worries, I'm still trying to figure out appropriate damage myself.
The reason I I lowered 50cal damage a lot though, is so it doesn't destroy tanks and other 'armored' vehicles in like 10 seconds. Default 25 damage gun could blow up a tank with 10000 hp blocks for armor really quick (.50 cap shouldn't even be able to do damage to the frontal armor of a post ww2 heavy tank, but the game doesn't have thickness value, so high HP and modified weapon damage is the best we can do now)
For a similar reason I tend to lower wing gun damage of my aircraft as well, but again, still trying to figure out what's a good value (you can also increase part HP, so you don't want to make it too weak or too strong).
Oh and yeah, I messed up the shotgun when I uploaded the thing lol It's just hidden though, so unhide and it comes back
+2@rexzion
Thanks, didn't expect to get a working example. Glad you made it.
Just played around with it, made some super basic modifications, and we've got our (maybe first) spawnable AI bomber.
Spawn it near Bandit, and it should drop bombs somewhere within the runway.
https://www.simpleplanes.com/a/Ndm16c/BPQ-14-1-rexizon-autopilot-bomber-LPpAI
Now, if you strap-on a nuke on this thing, spawn some "friendly" buildings and static aircrafts you need to defend, you get an actual high-threat target that you want to shoot down over the ocean. Nice and easy custom mission basically. You can even spawn some custom AA vehicles, and make them aggro at the bomber via some means. I'm thinking, maybe put a super long range missile w/low fuel time (so it won't actually hit anything) on your enemy bomber, .
Anyway, I have a low part B-36 just for this occasion, so I'll tinker with the concept later. Looking very promising though. Needless to say, feel free to experiment with the idea if you feel like it.
Tagging since you guys might want to see it in action also. It's a proof of concept
+2@11qazxc
@PlaneFlightX
@hpgbproductions