@Astro12
Very true. I really needed something like this for a turret that uses autoaim (which is for AI) especially, since it can't even make a manual adjustment unlike a human player.
.
I was very lucky to come up with this method (using a secondary cockpit to get the data on how much the ship's roll angle--this is most likely not the first one to use it), since alternatives (like doing crazy calculation based on ship hull's heading, pitch/roll angle, turret rotation etc.) get pretty complex and way beyond my brain's computing power and math skill. lol
@WinsWings
Thanks, that would make sense.
I think I'll try to make each class of gun/cannon AA distinct in terms of their effectiveness, based also on era. Looking back, I've made the 85mm flak too capable in the tracking department (rotates too fast).
Really cool build! I especially like the sequenced breath/laser attack. Tried it against some ground targets, and when the laser hit them, they'd just fly like a speck of dust brown by wind! Haha. Glorious stuff.
.
I got this issue though, on mobile version where the FireFuns button constantly flickers (perhaps due to something with activationGroups FT?) and never stayed on screen, which made it unable to use the laser. It was easily fixable though, with an extra hidden minigun or wing gun with burstCount of 1 and really long timeBetweenBurst. Not sure if it happens to others as well, but I thought I should let you know nonetheless.
@Hannyboy
Go for it!
You can use this as the basis if you like. (You can easily remove or rearrange the planes.)
I'll probably upload the structures in a separate upload as a starter kit.
@WinsWings
Mm... But on a second thought, I'd guess it was probably the lighter AAA that were more prevalent post ww2 (I'm not well read on this).. so yeah, you're probably right it's more appropriate for the ww2 settings. Gotta the make the smaller AA guns at some point, haha
@WinsWings
Thank you. (And for highlighting that one, too)
The 52-K flak works in a Vietnam war settings, also! If I'm correct it was among the AAA models used by the North Vietnamese military.
.
Edit
Checked the page I got the info from just in case (I started to doubt my memory), it's listed as 85mm air defense gun M1944... phew, lol https://en.m.wikipedia.org/wiki/WeaponsoftheVietnamWar
@WinsWings
Thank you very much, glad you enjoyed it!!
Have you tried this build as well? https://www.simpleplanes.com/a/9i7JiL/AI-flak-gun-52-K-85mm-v1
It's an actual flak cannon made for aggressive AI. Creates a bunch of explosions in the sky, and sometimes hits you. You can spawn multiple of them around the base, and they only attack you or other AI planes.
@GUGA4721
I see, thanks for letting me know.
See if it improves the performance when you delete a couple of vehicles and maybe a barrack or two. (The triangular ones) Add some letters to the name and save as a separate file.
You can grab the aircrafts by the vertical stabilizers and disconnect them from the detacher. (You can scale them down to 0.1x the size, and rescale them back up to make it easier, but you probably don't need to.)
.
Also low-physics for some extra boost in performance.
@LunarEclipseSP
Thanks:) Yeah, I got a little greedy with some details, and the "destructible" feature for the buildings. I could save part count by quite a lot if I went with simpler block construction, but I had to keep that feature, lol
@DatMaluchGuy19
Use as in, use it in/as a basis for your build (& upload)? If you have the link to it, you can use it:)
Just give me the credit for the part I made.
If you don't have the link I'll upload the thing later (not sure if I can immediately)
@OrderlyHippo
Nah, I haven't done anything with the idea. I still think it or a working refuel station would be a cool thing to have, though. Got any new idea for it?
Also, have you checked DarDragon's KC-10 by the way? https://www.simpleplanes.com/a/Ag545d/KC-10A-Extender
It's a bit tricky to work with, but it works. Really cool proof of concept.
I think with some modifications, you can make it maintain a certain altitude, follow you, and circle over you when you are landed. This way you don't have to spawn the thing everywhere you go. I have my hands full to do anything with either of these at the moment, but I think these are both worth pursuing as player-build techs.
@DatRoadTrainGuy19
Haha, thanks. I still barely know anything about FT or coding in general. Most of the stuff on this plane were borrowed from other people's creations. (Credit in the desc!) But even when you can't write codes yourself, you can still make new things if you can combine them in a new different way, so there's that:)
@IDNSatyaSlebew
I'm not sure, but I suspect it won't. Check out SimpleCheats II for more info.
If the part has the XML parameter, you can add the parameter and change the value. If it doesn't, game just won't save the texts.
@IDNSatyaSlebew
I'm not familiar with ship building let alone carriers in SP (at all), but I think you might be able to improve on-deck handling by changing the traction values of the aircraft's wheels (you may have to use resizable wheels). I think I might have some info on that on my M103 page, have a look there.
Here's a note I took before. It may not be 100% accurate, so I recommend you do some research yourself. There were some discussions on this site.
SimplePlanes resizable wheel
Traction
extermum - lower the value, less slippy
asymptote - high the value, more grip
.
.
Suspension
Damper (shock) - lower the value, bouncier it is. Higher the value, less bouncier (looks stiffer)
Spring -
If the value is too low, wheel will have harder time going over obstacles, even if the wheel looks large enough to cross it.
@GabrielSatori
Thank you, glad you're having fun with it!
Target marker thing was a necessary compromise I had to make to make them not shoot each other, but it did inspire me to be creative with it (like the aggro/neutral-mode light thing & contrail to make them easier to find)
@ThomasRoderick
Yeah, the visual effect of the explosion isn't very napalm like. I was working on a modified version of potato's Napalm which uses no AGs and can instead be dropped like any other bombs, but canned the project because of that + immense lag caused by a few hundred rockets n detachers.
The racks are the Vietnam-post Vietnam era MER/TER type (multiple/triple ejector racks) that can carry up to 6 or 3 bombs. But this one is reusable in that, it's not "built in" to an aircraft. It's also fairly light, and won't flop under low physics. I just gotta finish the description text.
And so are missiles
Huh... Ohhh, I see now. I thought missiles never ignite if disconnected, but they had to be active/activated. Just tested this. (Rockets will ignite whether they are active or inactive--I'm talking about the activationGroup input)
And yeah they tend to be floppy.
@ThomasRoderick
I'll be publishing a low-physics proof bomb ejector racks (with some bombs) later btw, would you mind if I tag you on the post? I think you might like it
@Leviatham
Unfortunately there isn't at the moment. It's either the ExplosionScale of rockets can't be changed, or maybe game doesn't even have the parameter for the parts.
You can make a custom missile that flies straight and doesn't need a target (maybe this is what you mean by the cannon trick?), but it will be less reliable (it will explode upon contact with a plane, but can go through terrain sometimes).
@WrightDefense
Go into cannon's xml (with Overload or something), and you'll find an attribute called "launchVolume." You just need to edit the number and make it 0.
@Hannyboy
Yeah, I took a little break from the game, and now I'm taking it slow to avoid burnout. That, and also due to life stuff in general.
I've been working on each of my SP projects bit by bit though, so the MiG-17, airbase target and some other stuff haven't been abandoned.
@DatRoadTrainGuy19
Hopefully this year
Been taking breaks to avoid complete burnout, but I've made some progress with some parts of the project. Keep your hopes and expectations low though (both with quality and release date), you don't wanna get disappointed, lol
@Commander9013
It can, though you must use cannons for it to work. Cant use minigun or wing gun.
I was experimenting with it a while ago actually, though I kinda forgot how well it worked. You should experiment with the idea :)
If you don't mind cluttering the weapons menu, you can use a cannon or missile (with very low explosionScale--but not zero) as the trigger for the alarm. To be more precise, their ammo count. Attach them to the part, name them "Wing left" or "Tail", and if they get destroyed with the part, their ammo goes to 0. And that will trigger the alarm.
(You can use something like "clamp01(ammo("Tail")=0)" for the light's input (not the activationGroup))
@DatMaluchGuy19
+1Sure, you and me, or KSB and me?
I should write a quick tutorial on how to remove marker at some point, it's pretty simple & useful.
Nice house!
+1Another great FT weapon!
+1Pleasant to fly even on smartphone, with nice turn rates and such (there are so many planes out there I can't fly on mobile). Nice build!
+1Love this! Camera aim and nice flight characteristics actually allow me to let it fly in circles and hit things on the ground. Well done.
+1@DatMaluchGuy19
+1Thx lol
Had to have something there to simulate the rolling/pitching motion, so I figured it may as well be a ship
@Astro12
+1Very true. I really needed something like this for a turret that uses autoaim (which is for AI) especially, since it can't even make a manual adjustment unlike a human player.
.
I was very lucky to come up with this method (using a secondary cockpit to get the data on how much the ship's roll angle--this is most likely not the first one to use it), since alternatives (like doing crazy calculation based on ship hull's heading, pitch/roll angle, turret rotation etc.) get pretty complex and way beyond my brain's computing power and math skill. lol
Love this! It's kinda ugly as an aircraft (sorry, lol), but the build quality is very high.
+1@WinsWings
+1Thanks, that would make sense.
I think I'll try to make each class of gun/cannon AA distinct in terms of their effectiveness, based also on era. Looking back, I've made the 85mm flak too capable in the tracking department (rotates too fast).
Really cool build! I especially like the sequenced breath/laser attack. Tried it against some ground targets, and when the laser hit them, they'd just fly like a speck of dust brown by wind! Haha. Glorious stuff.
+1.
I got this issue though, on mobile version where the FireFuns button constantly flickers (perhaps due to something with activationGroups FT?) and never stayed on screen, which made it unable to use the laser. It was easily fixable though, with an extra hidden minigun or wing gun with burstCount of 1 and really long timeBetweenBurst. Not sure if it happens to others as well, but I thought I should let you know nonetheless.
Thanks for the tag, looking forward to seeing more!
+1Love how you made this, looks very well polished. Great build!
+1@Hannyboy
+1Go for it!
You can use this as the basis if you like. (You can easily remove or rearrange the planes.)
I'll probably upload the structures in a separate upload as a starter kit.
@WinsWings
+1Mm... But on a second thought, I'd guess it was probably the lighter AAA that were more prevalent post ww2 (I'm not well read on this).. so yeah, you're probably right it's more appropriate for the ww2 settings. Gotta the make the smaller AA guns at some point, haha
@WinsWings
+1Thank you. (And for highlighting that one, too)
The 52-K flak works in a Vietnam war settings, also! If I'm correct it was among the AAA models used by the North Vietnamese military.
.
Edit
Checked the page I got the info from just in case (I started to doubt my memory), it's listed as 85mm air defense gun M1944... phew, lol
https://en.m.wikipedia.org/wiki/WeaponsoftheVietnamWar
@GUGA4721
+1You're welcome:)
@WinsWings
+1Thank you very much, glad you enjoyed it!!
Have you tried this build as well?
https://www.simpleplanes.com/a/9i7JiL/AI-flak-gun-52-K-85mm-v1
It's an actual flak cannon made for aggressive AI. Creates a bunch of explosions in the sky, and sometimes hits you. You can spawn multiple of them around the base, and they only attack you or other AI planes.
@GUGA4721
+1I see, thanks for letting me know.
See if it improves the performance when you delete a couple of vehicles and maybe a barrack or two. (The triangular ones) Add some letters to the name and save as a separate file.
You can grab the aircrafts by the vertical stabilizers and disconnect them from the detacher. (You can scale them down to 0.1x the size, and rescale them back up to make it easier, but you probably don't need to.)
.
Also low-physics for some extra boost in performance.
@Sparky6004
+1Took me a looong time to, it was way above my brain-power grade, lol
@VenusLancer
+1It was about time!
@LunarEclipseSP
+1Thanks:) Yeah, I got a little greedy with some details, and the "destructible" feature for the buildings. I could save part count by quite a lot if I went with simpler block construction, but I had to keep that feature, lol
Tag redo (this is the last one), AA gun for endmy AI!
+1@PlayMinecraft
@DEADSHOT16
@kyomunosekai
AA flak cannon for enemy AI, tagging again
+1@Hannyboy
@DimitriIqbal91
@C47skytrain
@ThomasRoderick
+1DHANK YOU, FRIEND!
@Hannyboy
+1@DimitriIqbal91
@C47skytrain
@DatMaluchGuy19
@rexzion
@VenusLancer
Figured you may be interested in this:)
@molakesi
+1Thanks!
@worldwaraviations015
+1Totally, hehe
Love the design of the vehicle!
+1@Englishgarden
+1Right, sure, it's
X/long 5721,
Y/alt 71,
Z/lat -5331
@SiBangsatYa
https://www.simpleplanes.com/a/CW848d/Automatic-braking-wheels-for-tanks
No prob, and here's an example:) Thanks for asking me by the way. I could use something like this myself, and this just pushed me to make it.
I have a detailed explanation in the aircraft instruction.
+1@DatMaluchGuy19
+1Use as in, use it in/as a basis for your build (& upload)? If you have the link to it, you can use it:)
Just give me the credit for the part I made.
If you don't have the link I'll upload the thing later (not sure if I can immediately)
@OrderlyHippo
Nah, I haven't done anything with the idea. I still think it or a working refuel station would be a cool thing to have, though. Got any new idea for it?
Also, have you checked DarDragon's KC-10 by the way?
+1https://www.simpleplanes.com/a/Ag545d/KC-10A-Extender
It's a bit tricky to work with, but it works. Really cool proof of concept.
I think with some modifications, you can make it maintain a certain altitude, follow you, and circle over you when you are landed. This way you don't have to spawn the thing everywhere you go. I have my hands full to do anything with either of these at the moment, but I think these are both worth pursuing as player-build techs.
@DatRoadTrainGuy19
+1Haha, thanks. I still barely know anything about FT or coding in general. Most of the stuff on this plane were borrowed from other people's creations. (Credit in the desc!) But even when you can't write codes yourself, you can still make new things if you can combine them in a new different way, so there's that:)
@TheTomatoLover
+1That might be too high of a praise, but thanks! lol
@IDNSatyaSlebew
+1I'm not sure, but I suspect it won't. Check out SimpleCheats II for more info.
If the part has the XML parameter, you can add the parameter and change the value. If it doesn't, game just won't save the texts.
@DimitriIqbal91
+1Thanks!
I have a couple other mobile-friendly-like things in my WIP limbo, hopefully I can get them out by the.. end of this year. lol
@IDNSatyaSlebew
I'm not familiar with ship building let alone carriers in SP (at all), but I think you might be able to improve on-deck handling by changing the traction values of the aircraft's wheels (you may have to use resizable wheels). I think I might have some info on that on my M103 page, have a look there.
Here's a note I took before. It may not be 100% accurate, so I recommend you do some research yourself. There were some discussions on this site.
+1@GabrielSatori
+1Thank you, glad you're having fun with it!
Target marker thing was a necessary compromise I had to make to make them not shoot each other, but it did inspire me to be creative with it (like the aggro/neutral-mode light thing & contrail to make them easier to find)
@ThomasRoderick
Yeah, the visual effect of the explosion isn't very napalm like. I was working on a modified version of potato's Napalm which uses no AGs and can instead be dropped like any other bombs, but canned the project because of that + immense lag caused by a few hundred rockets n detachers.
The racks are the Vietnam-post Vietnam era MER/TER type (multiple/triple ejector racks) that can carry up to 6 or 3 bombs. But this one is reusable in that, it's not "built in" to an aircraft. It's also fairly light, and won't flop under low physics. I just gotta finish the description text.
+1@ThomasRoderick
+1@ThomasRoderick
+1Oh--I was mistaken in that case. When does it dispawn?
@ThomasRoderick
+1I'll be publishing a low-physics proof bomb ejector racks (with some bombs) later btw, would you mind if I tag you on the post? I think you might like it
@Leviatham
+1Unfortunately there isn't at the moment. It's either the ExplosionScale of rockets can't be changed, or maybe game doesn't even have the parameter for the parts.
You can make a custom missile that flies straight and doesn't need a target (maybe this is what you mean by the cannon trick?), but it will be less reliable (it will explode upon contact with a plane, but can go through terrain sometimes).
@WrightDefense
+1Go into cannon's xml (with Overload or something), and you'll find an attribute called "launchVolume." You just need to edit the number and make it 0.
@Hannyboy
+1Yeah, I took a little break from the game, and now I'm taking it slow to avoid burnout. That, and also due to life stuff in general.
I've been working on each of my SP projects bit by bit though, so the MiG-17, airbase target and some other stuff haven't been abandoned.
Just incredible! Love it!!!
+1@Capitainecheese
+1Thanks for the reminder
I plan to release it eventually, I gotta the finish the build
@DatRoadTrainGuy19
+1Hopefully this year
Been taking breaks to avoid complete burnout, but I've made some progress with some parts of the project. Keep your hopes and expectations low though (both with quality and release date), you don't wanna get disappointed, lol
@Commander9013
+1It can, though you must use cannons for it to work. Cant use minigun or wing gun.
I was experimenting with it a while ago actually, though I kinda forgot how well it worked. You should experiment with the idea :)
If you don't mind cluttering the weapons menu, you can use a cannon or missile (with very low explosionScale--but not zero) as the trigger for the alarm. To be more precise, their ammo count. Attach them to the part, name them "Wing left" or "Tail", and if they get destroyed with the part, their ammo goes to 0. And that will trigger the alarm.
+1(You can use something like "clamp01(ammo("Tail")=0)" for the light's input (not the activationGroup))