@randomusername I'll keep that in mind, thank you! My usual method of increasing speed involves making the 'blades' of the prop bigger alongside cutting down drag on the nose. But I'll be sure to give that method a shot should a replica pass that once I scale it. The AN-1 I have planned could very well pass that threshold.
@FLYGUY101 My methods are generally adapted from other builds I've seen. This submarine in particular has inspired my general method of making subs. Ditching the conventional piston method most others use. The engine itself is based on the engine found in this build. I've also utilized what I've come to know from the physics and mechanics of the game from my 1400+ hours playing this.
Fully submersible, fully maneuverable, splendid visuals, little details such as opening missile doors, Weapons are functional (the guided missiles especially). This is fantastic! Though the Yaw authority is like an Alfa run on pixy dust.
If only the game didn't delete ordinance below 60 feet, someone should remedy that with a mod. But overall, this thing reaches the apex, the pinnacle of what a submarine build can be in SP!
@SledDriver
I've found with proper xml adjustments to the buoyancy sources and gyro the sub can maintain a mostly if not constant depth. That said though, I can see where the rotator noise can get grating. I also can't argue with the speed XD Doesn't matter to me since I tend to make replicas that run at their irl speeds but driving this sub I can see a preference toward being quick.
I'll add that it takes a lot of fiddling with xml numbers to get things just right along with a lot of loading the level to test results. It can also lead to some unexpected results from time to time. I can understand the appeal of using a simpler and easier to make system such as this one or the common piston method.
1)If I remember correctly a friend of mine mentioned the game as 'something I'd like' so I checked it out and ultimately bought it.
2)I play to make things and see them come to life in function, while exploiting some of SP's mechanics that facilitate precision (i.e. the fuselage parts' visual versatility, editing the XYZ numbers of an object to precisely position it, working with XML modding, etc).
3)Currently, submarine replicas. Though generally even before making subs my goal has been to make things that others don't really tend to make much, which partially influenced what I currently make.
4)Can't really comment on the old community since I got the game around a year ago. But I can say I really like the current community, A diverse and productive group with a lot of unique builds that take advantage of the game's potential. It's a big part of what encourage me to stick with the game even despite my worst times with it.
5)Nothing spectacular, it's a standard username of mine for online accounts based on a persona character I made up in my head years ago.
@SledDriver
That is just sad, a wonderful free tool for builds being offered and it gets rejected by stupid 'purists'. People calling this cheating is honestly insulting given the clear effort put into creating a program with results as fantastic as those of your builds.
I may not have mastered using the generator, but comparing it to XML modding they both clearly involve handling numbers and knowing how to use them. XML modding is so widely accepted yet can make the game itself call you a cheater (through achievement) yet when someone makes a client which lets you make a build straight out of blender and people call it cheating. Dunno about the rest of you but it sounds like petty jealousy and/or double standards to me.
Looking at your builds they're clearly visually well designed and not built off taking shortcuts, which to me nullifies only kind of excuse a fool who whines 'cheater!' could even conceive.
If this is less used for its potential and more derided based on petty 'cheating' excuses then perhaps this is too good for the "community". As if simpleplanes is some hardcore game with rules on what makes you good (not like the effort and skill of most builds posted even reflects that mentality). That in mind I would certainly encourage you to develop this thing offsite and see to it having its own game to shine on.
That game could possibly surpass the build capabilities of SP, based on your builds, and hopefully build a community that explores its potential, instead of being panned by jealous whiners.
@yoshicraze Lemme give you the process! I was inspired specifically by how it was done by willy1111 in this creation https://www.simpleplanes.com/a/n54940/G-2-Simple-Surveillance-submarine-AIP It inspired me to make submarines that can maneuver through the water like a plane (or rather like a real sub).
The propeller used comes from https://www.simpleplanes.com/a/18Bz7P/Screwed-Custom-Screw-Props-OBT-phase It functions underwater but not in the air!
As for how I made it maneuver underwater,
1) I start by putting in 2 fuselage pieces and xml modding their buoyancy to a where its neutral, as close to 'neither sinking nor floating' as possible. Those pieces are colored white so they're easy to find.
2)I then add the control surfaces, set their width (and only width) VERY high, while scaling their width down. Using xml modding to reduce the size of a wing has little to no effect on it's lifting capacity, and it's best to take advantage of that for a submarine. I also add a gyroscrope to help stabilize this thing, and also to add yaw turning since I've yet to be able to get it to work on these with control surfaces alone.
3)I apply Tosico56's engine, and use xml modding to change the size of the 'blades' of the prop in order to boost the engine power. The bigger the blades the greater the power, I also used xml scaling to reduce the size of the blades when necessary (example being here)
4)In the interest of going a little weaverfish for submarines I use xml modding to adjust then nose's drag and try to get the precise top speed of the real deal.
And once that's all done the submarine is finished! Simply throttle up and use the control surfaces to maneuver around. Thinking of posting a detailed guide on building subs, because I'd like to see more people ditch pistons and fuselages in favor of this method!
You guys might be right, note that despite the frequent uploads I wasn't rushing any projects. Mostly finished them quickly due to them being most simple creations built on a similar concept. Maaaybe I spent a bit too much time on it though, and got impatient.
@Vinicius6226 Holy crap there's an underwater camera mod!!! Thanks for letting me know! Also holy crap people love Russian subs, I upload a Sturgeon and it gets one upvote, upload the November and it gets three almost immediately, including from a mod!
@hellgaming Copied a method I saw on other submarines, it involves the use of Pistons XML modded to have a greater range with small fuselage parts put on them and XML modded to have a very high buoyancy.
They carry the sole buoyancy for the entire vessel, thus allowing piston operation to enable smooth diving and surfacing.
@Weaverfish Thanks! I love your replicas for the dedication you put in making them close in scale and flight characteristics to the real thing! Glad you like my little modification, you can probably tell I nicked the engines from your 262 and stuck them on the messer. I tried not to do a lazy job though, making other modifications here and there. ^^
In my experience testing things by making a single fuselage piece and setting the health points as high as possible that piece seems to get destroyed by a single missile hit regardless. I've been using the Ice base SAMs for testing.
For the longest time I am left wondering: Why the heck is this curated but my Lancia Fulvia (that I actually built a VR friendly interior for) is not!?
@shibusu Will do, many thanks! Also here's a little tip for thumbnail screenshots, next time don't use one that's under shadow/dark for your main thumb. I've found that those don't tend to get noticed very well, and something like this deserves at least 1000 downloads!
I just might adopt this into a future build of mine, as it's far more sophisticated and functional yet as I've discovered also comes with the ability to change gear ratios! Only with your permission of course and the condition of crediting. I'm in love with this car and hope to see you do more cars with this system!
@TriggerMiku That's due to the first gear inputting simply "Pitch" instead of "GS * #" which was given to allow revving the engine at a standstill, but it really just causes that exact problem so I will likely not repeat the same error again.
@Soccersteve326 The Engine power is determined by the current angle of a rotator located just behind the engine. CurrentAngle is an output that can be used, and was named RPM.
.
The engine's FT uses a logistics graph to implement a powerband, while the Rotator itself is turned by its own FT that uses a combination of Pitch input and Current speed/GS (which as the variables show is multiplied by a number that acts as gear ratio).
.
The final component is an airbrake that activates upon reaching redline, which will halt the speed of the car.
.
Gear ratios determine how far back the rotator will reel when shifting gears (ala changing weapons).
.
Since it uses a powerband, having the rotator move farther back will have less acceleration since it starts the rotator at a lower energy state, however the amount of time the needle takes to move from there to Redline ensures a higher top speed. Having the rotator move back less results in higher acceleration, but for a shorter amount of time before redline.
@shipfinder568 I might make a Kirov at some point, I've had interest in potentially doing one for a while. Perhaps the next time my building interest spontaneously changes.
@Phoebe Smoke Trails mod, there's a link to the version with it near the top. This main version doesn't have it. B had the idea to use it to spice of the screenshots.
@randomusername I'll keep that in mind, thank you! My usual method of increasing speed involves making the 'blades' of the prop bigger alongside cutting down drag on the nose. But I'll be sure to give that method a shot should a replica pass that once I scale it. The AN-1 I have planned could very well pass that threshold.
+1@FLYGUY101 My methods are generally adapted from other builds I've seen. This submarine in particular has inspired my general method of making subs. Ditching the conventional piston method most others use. The engine itself is based on the engine found in this build. I've also utilized what I've come to know from the physics and mechanics of the game from my 1400+ hours playing this.
+1@Scharnhorst Can do!
+1Fully submersible, fully maneuverable, splendid visuals, little details such as opening missile doors, Weapons are functional (the guided missiles especially). This is fantastic! Though the Yaw authority is like an Alfa run on pixy dust.
If only the game didn't delete ordinance below 60 feet, someone should remedy that with a mod. But overall, this thing reaches the apex, the pinnacle of what a submarine build can be in SP!
+1@SledDriver
I've found with proper xml adjustments to the buoyancy sources and gyro the sub can maintain a mostly if not constant depth. That said though, I can see where the rotator noise can get grating. I also can't argue with the speed XD Doesn't matter to me since I tend to make replicas that run at their irl speeds but driving this sub I can see a preference toward being quick.
I'll add that it takes a lot of fiddling with xml numbers to get things just right along with a lot of loading the level to test results. It can also lead to some unexpected results from time to time. I can understand the appeal of using a simpler and easier to make system such as this one or the common piston method.
+11)If I remember correctly a friend of mine mentioned the game as 'something I'd like' so I checked it out and ultimately bought it.
2)I play to make things and see them come to life in function, while exploiting some of SP's mechanics that facilitate precision (i.e. the fuselage parts' visual versatility, editing the XYZ numbers of an object to precisely position it, working with XML modding, etc).
3)Currently, submarine replicas. Though generally even before making subs my goal has been to make things that others don't really tend to make much, which partially influenced what I currently make.
4)Can't really comment on the old community since I got the game around a year ago. But I can say I really like the current community, A diverse and productive group with a lot of unique builds that take advantage of the game's potential. It's a big part of what encourage me to stick with the game even despite my worst times with it.
5)Nothing spectacular, it's a standard username of mine for online accounts based on a persona character I made up in my head years ago.
+1@SledDriver
That is just sad, a wonderful free tool for builds being offered and it gets rejected by stupid 'purists'. People calling this cheating is honestly insulting given the clear effort put into creating a program with results as fantastic as those of your builds.
I may not have mastered using the generator, but comparing it to XML modding they both clearly involve handling numbers and knowing how to use them. XML modding is so widely accepted yet can make the game itself call you a cheater (through achievement) yet when someone makes a client which lets you make a build straight out of blender and people call it cheating. Dunno about the rest of you but it sounds like petty jealousy and/or double standards to me.
Looking at your builds they're clearly visually well designed and not built off taking shortcuts, which to me nullifies only kind of excuse a fool who whines 'cheater!' could even conceive.
If this is less used for its potential and more derided based on petty 'cheating' excuses then perhaps this is too good for the "community". As if simpleplanes is some hardcore game with rules on what makes you good (not like the effort and skill of most builds posted even reflects that mentality). That in mind I would certainly encourage you to develop this thing offsite and see to it having its own game to shine on.
That game could possibly surpass the build capabilities of SP, based on your builds, and hopefully build a community that explores its potential, instead of being panned by jealous whiners.
+1This looks like something Doug Demuro would review on his channel, interesting design for sure!
+1@Spacedoge12345plane Finally figured it out! Done.
+1@yoshicraze Lemme give you the process! I was inspired specifically by how it was done by willy1111 in this creation https://www.simpleplanes.com/a/n54940/G-2-Simple-Surveillance-submarine-AIP It inspired me to make submarines that can maneuver through the water like a plane (or rather like a real sub).
The propeller used comes from https://www.simpleplanes.com/a/18Bz7P/Screwed-Custom-Screw-Props-OBT-phase It functions underwater but not in the air!
As for how I made it maneuver underwater,
1) I start by putting in 2 fuselage pieces and xml modding their buoyancy to a where its neutral, as close to 'neither sinking nor floating' as possible. Those pieces are colored white so they're easy to find.
2)I then add the control surfaces, set their width (and only width) VERY high, while scaling their width down. Using xml modding to reduce the size of a wing has little to no effect on it's lifting capacity, and it's best to take advantage of that for a submarine. I also add a gyroscrope to help stabilize this thing, and also to add yaw turning since I've yet to be able to get it to work on these with control surfaces alone.
3)I apply Tosico56's engine, and use xml modding to change the size of the 'blades' of the prop in order to boost the engine power. The bigger the blades the greater the power, I also used xml scaling to reduce the size of the blades when necessary (example being here)
4)In the interest of going a little weaverfish for submarines I use xml modding to adjust then nose's drag and try to get the precise top speed of the real deal.
And once that's all done the submarine is finished! Simply throttle up and use the control surfaces to maneuver around. Thinking of posting a detailed guide on building subs, because I'd like to see more people ditch pistons and fuselages in favor of this method!
+1Great to see someone else making a fully maneuverable submarine! Let the era of pistons and floats begone!
+1You guys might be right, note that despite the frequent uploads I wasn't rushing any projects. Mostly finished them quickly due to them being most simple creations built on a similar concept. Maaaybe I spent a bit too much time on it though, and got impatient.
+1@randomusername Electric engines? Interesting, is that what the rotators are considered to be powered by?
+1@Portalmaster because that's what's lately been what I've been interested in building.
+1@Zoomzoom999 Stuck on a CrApple device?
+1This is PERFECT!
+1@Vinicius6226 Holy crap there's an underwater camera mod!!! Thanks for letting me know! Also holy crap people love Russian subs, I upload a Sturgeon and it gets one upvote, upload the November and it gets three almost immediately, including from a mod!
+1@hellgaming Copied a method I saw on other submarines, it involves the use of Pistons XML modded to have a greater range with small fuselage parts put on them and XML modded to have a very high buoyancy.
They carry the sole buoyancy for the entire vessel, thus allowing piston operation to enable smooth diving and surfacing.
+1OhMyGoshAnotherPlaneFromWeaverfish!
+1@Spacedoge12345plane It's a great trick to know!
+1@toofast2002 Nice, consider these good targets for anything that shoots!
+1@bjac0 I'll add that quick! Sorry!
+1@CruzerBlade Well it's a good idea!
+1This would be great for builds such as the Rocket Boosted variant of the Me 262. Setting the rocket boosters to a different fuel than the jets.
+1@ZackAttack5050 It's extremely fast, that's for sure.
+1@Weaverfish Thanks! I love your replicas for the dedication you put in making them close in scale and flight characteristics to the real thing! Glad you like my little modification, you can probably tell I nicked the engines from your 262 and stuck them on the messer. I tried not to do a lazy job though, making other modifications here and there. ^^
+1Trump getting lifted by a Russian chopper? RUSSIAN COLLUSION!!!
+1@Bife Thank you!
+1FINALLY SOMEONE MADE THIS!
+1In my experience testing things by making a single fuselage piece and setting the health points as high as possible that piece seems to get destroyed by a single missile hit regardless. I've been using the Ice base SAMs for testing.
+1Amusing how the simplicity of this build's appearance makes it look like it's a lower part count than it is.
Well I'll be, it's happening.
Little note, if there's an auto credit you can just let it do its work, though I appreciate the courtesy!
For the longest time I am left wondering: Why the heck is this curated but my Lancia Fulvia (that I actually built a VR friendly interior for) is not!?
Very nice touch to have a full PDF Operator's manual! Adds to the build greatly.
@FOXG Glad you enjoy it!
@shibusu Aaaah I see
@shibusu Will do, many thanks! Also here's a little tip for thumbnail screenshots, next time don't use one that's under shadow/dark for your main thumb. I've found that those don't tend to get noticed very well, and something like this deserves at least 1000 downloads!
I just might adopt this into a future build of mine, as it's far more sophisticated and functional yet as I've discovered also comes with the ability to change gear ratios! Only with your permission of course and the condition of crediting. I'm in love with this car and hope to see you do more cars with this system!
@TriggerMiku I might consider a code like that, thanks for the suggestion.
@TriggerMiku That's due to the first gear inputting simply "Pitch" instead of "GS * #" which was given to allow revving the engine at a standstill, but it really just causes that exact problem so I will likely not repeat the same error again.
Cool to see manual shifting catching on with cars lately!
Explore the feature of Fuselage Cutting on Hollow Fuselages, alongside changing shape and corners it can let you do just about anything ship wise.
@Craftgamer23 Yep! Takes some modifications to the codes and the addition/removal of cannons, but it’s very possible.
@Soccersteve326 The Engine power is determined by the current angle of a rotator located just behind the engine. CurrentAngle is an output that can be used, and was named RPM.
.
The engine's FT uses a logistics graph to implement a powerband, while the Rotator itself is turned by its own FT that uses a combination of Pitch input and Current speed/GS (which as the variables show is multiplied by a number that acts as gear ratio).
.
The final component is an airbrake that activates upon reaching redline, which will halt the speed of the car.
.
Gear ratios determine how far back the rotator will reel when shifting gears (ala changing weapons).
.
Since it uses a powerband, having the rotator move farther back will have less acceleration since it starts the rotator at a lower energy state, however the amount of time the needle takes to move from there to Redline ensures a higher top speed. Having the rotator move back less results in higher acceleration, but for a shorter amount of time before redline.
@shipfinder568 I might make a Kirov at some point, I've had interest in potentially doing one for a while. Perhaps the next time my building interest spontaneously changes.
@Yamamba If I find the interest, Fuselage cutting will make the shape a lot easier.
@Phoebe Smoke Trails mod, there's a link to the version with it near the top. This main version doesn't have it. B had the idea to use it to spice of the screenshots.
@BMilan
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