@OrderlyHippo Very very interesting concept you had. Custom weapons are already far and few between and funky trees weapons are even rarer, I am glad to see that others share my interest too. It seems that your design was limited by the fact that you tried to use the in game default weapons as shells or frames instead of developing a new one from scratch. I think if you did that it would have been more easily controllable and allow you to do far more with your design.
@Quizels06 Ya about that
It a lil bit of a process but i've simplified it as best i could but here are all the steps if you rly want to try it yourself
1. Go inside the bomb and find the flight computer, copy down all the variable names, and then delete the flight computer
2. Go into the variables menu, copy paste the following variable onto like a google doc or whatever: B1F1Con, B1RStab, B1F2Con, TLat, TLong, TAlt, MTD1, MTH1, MTE1, B1TTG, PControl1, YControl1, LaunchAuth, B1Launch, LH1, LA1, LT1
3. Under the last three variables, LH1, LA1, LT1, there are also codes for priorities; you also need to copy that
4. You can now take the centerline mounted bomb with it's detacher and save it as sub assembly and put it on your plane
5. Re-copy all of the variables into the variables menu, Including the priorities for the last three variable!
6. Put a flight computer somewhere on the bomb (make sure it is oriented the right way) and rename all of the variable outputs to what you have copied down from the original build
7. After all that it should work
Hi @kismit, I love the funky trees implementations on this build and I think we may have a great collaboration opportunity with my funky trees weapon skills. I'd be happy to provide you with my weapons or build them for you to use on future versions of this plane. Let me know what you think!
@llDeadboyll mayhapes. There will certainly be tweaks that needs to be made but i see no reason why it should not work if u implement it properly. If u want me to help u further message me on discord.
@Ashdenpaw1 Not to my knowledge. The RIM-116 had to use rolling motion because of it's 1D passive radio wave seeker, used alongside it's IR seeker to better negate the effect of the sea deflecting IR signals. That said, this type of seeker probably does not provide too much benefits in an Air-To-Air use and thus rolling the missile is not required.
@localf15enjoyer yes but does it roll and track by FT?
Rolling-Airframe Missile isn’t an exclusive name to the RIM-116, but a type of missile flight control and that is what i am claiming to have achieved first.
@CorporalWojak Yes, but it's a little more complicated than drag and drop...
go inside the missile and find the flight computer, detach it and save it as sub-assembly
take the missile with the pylon and save it as sub-assembly
go to your new plane and attach the missile where u want
attach the corresponding flight computer to the missile, preferably inside and aligned with the center of the missile.
Copy in all of the variables from this plane
If you did these steps your missile should in theory work. It's a little bit of a process and kinda hard to explain without going into why you need to do each steps
@llDeadboyll try flying the missile manually with pitch roll yaw and etc. If you can’t even fly the missile straight by urself the funky trees code is gonna have a hard time doing it
If that isn’t the problem then ur code is 100% the problem
@Ku or more specifically
the missile tracks the elevation of the target by aligning the pitch angle of the missile to a calculated pitch angle that will enable the missile to hit the target
if the missile is too low to the ground, the calculated pitch angle will simple become 0 and make the missile fly level, thus avoiding going into the water
Hi @Monarchii , do you think I can take over this project and see if I can make it work? I will credit you again for the missile design when it comes out
The wheels in this game work very weirdly in that if you use Brake, it will brake every wheel on the plane no matter what and you can't change that. What I'd do is install two car engines and connect a wheel to each one. Then you are going to make a funky trees code for each engine to activate and stop the wheel's RPM on command. For example, if I'm yawing left, the code would activate the left wheel/engine and the engine would trying and make the RPM of the left wheel 0, thus achieving braking.
I've found that this is very useful in making parking brakes as well
Do you think you can make target cruise/ballistic missiles? I would love to use them to test the capabilities of my funky tree missiles. I'm building a Patriot battery so I need something that can really stretch the capabilities of my missile to the max.
@Bezdadsds interesting idea...
+1@SomeSPGuyWhoLikesLore magic
+1@Dracul0Anderson Reach out to me on discord, user is kuatta4
+1@OrderlyHippo Very very interesting concept you had. Custom weapons are already far and few between and funky trees weapons are even rarer, I am glad to see that others share my interest too. It seems that your design was limited by the fact that you tried to use the in game default weapons as shells or frames instead of developing a new one from scratch. I think if you did that it would have been more easily controllable and allow you to do far more with your design.
+1@Quizels06 Ya about that
+1It a lil bit of a process but i've simplified it as best i could but here are all the steps if you rly want to try it yourself
1. Go inside the bomb and find the flight computer, copy down all the variable names, and then delete the flight computer
2. Go into the variables menu, copy paste the following variable onto like a google doc or whatever: B1F1Con, B1RStab, B1F2Con, TLat, TLong, TAlt, MTD1, MTH1, MTE1, B1TTG, PControl1, YControl1, LaunchAuth, B1Launch, LH1, LA1, LT1
3. Under the last three variables, LH1, LA1, LT1, there are also codes for priorities; you also need to copy that
4. You can now take the centerline mounted bomb with it's detacher and save it as sub assembly and put it on your plane
5. Re-copy all of the variables into the variables menu, Including the priorities for the last three variable!
6. Put a flight computer somewhere on the bomb (make sure it is oriented the right way) and rename all of the variable outputs to what you have copied down from the original build
7. After all that it should work
i'm using this to cheat my online exam
+1Mobil version coming up
+1@Freedomfans can you guys not just drag the knob left and right? That's how you do it on PC
@Petropavlovsk101 As far as I know it works anywhere
@LTHank Drag the knob left and right
@MizeaO It may be more accurate if you set the Altitude to 0, but again I promised no type of precision accuracy to strike ships.
@XiaoPiao141 I never mentioned that it can detect missiles so no
@llDeadboyll my discord is kuatta4
@Sableric Absolutly, I'd love to help and teach what I've learned. Dm me on Discord kuatta4
Hi @kismit, I love the funky trees implementations on this build and I think we may have a great collaboration opportunity with my funky trees weapon skills. I'd be happy to provide you with my weapons or build them for you to use on future versions of this plane. Let me know what you think!
Hey @Monarchii , would you be interested in helping me finish a mech project, since you clearly know how to build a mech better than myself?
T
@llDeadboyll mayhapes. There will certainly be tweaks that needs to be made but i see no reason why it should not work if u implement it properly. If u want me to help u further message me on discord.
@Lee77100 very much so. Try it out yourself!
@Ashdenpaw1 Not to my knowledge. The RIM-116 had to use rolling motion because of it's 1D passive radio wave seeker, used alongside it's IR seeker to better negate the effect of the sea deflecting IR signals. That said, this type of seeker probably does not provide too much benefits in an Air-To-Air use and thus rolling the missile is not required.
@Ashdenpaw1 In game this thing is able to target anything that can be targeted
IRL these are more like missile interceptors or point defense weapons
@localf15enjoyer yes but does it roll and track by FT?
Rolling-Airframe Missile isn’t an exclusive name to the RIM-116, but a type of missile flight control and that is what i am claiming to have achieved first.
@overlord5453 @TheMouse @Marulk @Graingy @Boeing727200F
As per my last email
@CorporalWojak Yes, but it's a little more complicated than drag and drop...
go inside the missile and find the flight computer, detach it and save it as sub-assembly
take the missile with the pylon and save it as sub-assembly
go to your new plane and attach the missile where u want
attach the corresponding flight computer to the missile, preferably inside and aligned with the center of the missile.
Copy in all of the variables from this plane
If you did these steps your missile should in theory work. It's a little bit of a process and kinda hard to explain without going into why you need to do each steps
@Monarchii
@windshifter1 I would appreciate if you share the preset file with me! Find me on discord @kuatta4
@Zillyguy2 yes it does; it is displayed as a SAM ping
@liuzehao did u press the correct buttons?
And did u press the fireweapons button, even though it doesn’t light up?
@llDeadboyll try flying the missile manually with pitch roll yaw and etc. If you can’t even fly the missile straight by urself the funky trees code is gonna have a hard time doing it
If that isn’t the problem then ur code is 100% the problem
@Ku or more specifically
the missile tracks the elevation of the target by aligning the pitch angle of the missile to a calculated pitch angle that will enable the missile to hit the target
if the missile is too low to the ground, the calculated pitch angle will simple become 0 and make the missile fly level, thus avoiding going into the water
@llDeadboyll when the AltitudeAgl approaches sea level the missile levels out to avoid going in the water.
@OrangeConnor2 did the elevator completely not respond or did not respond in the way you wanted
If the elevator completely stop moving you may have a typo in the input
If it’s just not responding in the way you wanted, as I said, mess around with the number
Hi @Monarchii , do you think I can take over this project and see if I can make it work? I will credit you again for the missile design when it comes out
@Otana absolutely
Talk to me on discord @kuatta4
@SatanIsMyPookie999 crazy
This looks awsome btw
I can test and make screenshots
The wheels in this game work very weirdly in that if you use Brake, it will brake every wheel on the plane no matter what and you can't change that. What I'd do is install two car engines and connect a wheel to each one. Then you are going to make a funky trees code for each engine to activate and stop the wheel's RPM on command. For example, if I'm yawing left, the code would activate the left wheel/engine and the engine would trying and make the RPM of the left wheel 0, thus achieving braking.
I've found that this is very useful in making parking brakes as well
Ultra
@FlyingPatriot Hey I have a quick ask could you upload the map of the map again? The link said that the image is no longer available
As a funky-trees purist:
b
c
I would love to see an AI helicopter that I can use as target practice
@FlyingPatriot Give it some time perhapes.
I personally love the map though! It would be even better if I had AI to shoot at
@Tingly06822 I see, thanks for the heads up! updating the XML now.
@Alternation Perhaps; again I did not originally make the airframe.
@Monarchii
T
@Lorenzexe I will be re-making this missile in the near future with an attached installation guide. However, if you must know now:
you make ur own Autopilot using PID controllers
Do you think you can make target cruise/ballistic missiles? I would love to use them to test the capabilities of my funky tree missiles. I'm building a Patriot battery so I need something that can really stretch the capabilities of my missile to the max.