Turns out my newer laptop actually can run this! With a decent but playable amount of lag. And it's quite the beautiful ship. Wonderfully detailed and armed as well as any ship of its kind should be!
@EchoWhiskey11 In theory a large build can be mobile friendly. Based on what's shown in that post it seems like a big part of what makes a build potentially taxing on a system is collision and drag calculations.
@ArcturusAerospace It's a simulation of a VLS system :P, made to accommodate the fact that missiles get completely disabled the moment they touch water in this game. Lets you fire missiles at ships at a certain depth like IRL SSGN's. And hey, the missiles are fired upward, so it's a 'vertical launch' ;)
Another method has been developed for submarines to not only allow them to submerge, but give them full maneuverability underwater! The first submarine to fully have this as far as I know is this one
It's a direct influence on how I make subs, and involves the use of NO pistons, instead using custom control surfaces along with a rotator-and-wing based propulsion system. Overall moving through the water and operating in a manner similar to a plane! There's no sim for ballast control, but planes controls are fully replicated meaning all you've got to do is pitch down to dive as far as you want!
IMO it's the best way to make a submarine function.
@Zoomzoom999 I'd suggest waiting quite a bit before buying it. Watched a friend play it and it's not so feature-rich at the moment. Getting it on steam would be wisest though.
Low part count, high destructive potential. Obliterated all but a single truck in a convoy with a single shot, taking out the last one with that minugun. I like how you used XML modded wheels to simulate tracks!
To put it short the Combat AI seems to be a flying aimbot, from what I have seen (at least mainly in guns only type fights) its sole programming centers around aiming at the player and shooting. I say aimbot because the AI can be surprisingly good at leading its shots.
I think that at minimum adding some simple evasive programming would remedy the glaring issues. Mainly an avoidance of low altitude when possible and a program to evade the player's aim, discouraging it from head on passes.
If it can read the deflection of its own guns then perhaps a similar system could be used allowing it to detect player aim and turn away. I'm no programmer of course, but it seems like a simple fix that could help make the AI more fun to fight.
I think that a similar kind of defensive programming is used for normal AI, as they do seem to turn away from you when you fire on them. Generally an ability to switch between an Offensive/Defensive mode like what OtterOfToast mentioned could be a more simple solution, only with reuse of existing code for the normal AI repurposed as a 'defensive mode'.
These are just some suggestions I thought I'd pitch for this old topic, given it and the comments below relate very well to my own experiences with the AI.
I've had no problem loading into the game and driving it, but I'm curious as to the technical reasons as to why the body isn't visible when in the builder yet is visible when loaded in game.
@DeezDucks Careful, you might tick off some drift elitists with that claim, they don't count any slide as a drift unless only the rear wheels are powered, however controlled the slide is lol.
@TrainDude I was such a stickler for being close to the real thing that I went to the effort to search for something that had leaf springs on the site, of course it's FF!
@Ludluka Lucky you! And many thanks! I went to the effort to try and put the COM around where I've read it sat, I'm impressed I could make it accurate given I could never make any kind of ATTESA system that would function alongside the shifting.
@Stephen The important functional parts are the engine, Rotator, and cluster of Cannons. Remove those and attach them together before saving the assembly to subassemblies. When using in another car, make sure to open Variables and add the same ones found on this build.
As if the first NSX you made wasn't already a masterpiece, this thing surpasses even that build! An even smoother construction coupled with lots of awesome tiny details like heating break discs and a handy little indicator to tell your current gear.
@TheFlyingHusky Glad I'm not alone, fuselage parts act far too much like explosives and it really undermines the attempted improvements that 1.7 introduced.
@MrVocab The Road wheels at the bottom are powered by engines, while the treads themselves are not directly powered. While this isn't 100% true to real tank functionality, it doesn't stress the tracks unlike with previous attempts which use a single meshed running gear for each side.
.
Even though the tracks aren't directly powered, they are still driven per virtue of being 'driven over' by the tank, which provides the full benefits in traction. This thing can for example climb any hill up to 45 degrees.
@asteroidbook345 Setting a part to 'none' in that setting effectively makes it immune to any adverse affects in collisions. A plane with all parts set to it can slam into the ground at full speed and be unharmed. It's a neat feature!
After some tweaking I found a way to get rid of the collision noises. A mass edit via notepad++ setting the 'partCollisionResponse' of all parts to 'None'. This completely removed the noise without hindering the functions. Something to perhaps note for next time you make a tank! I know I'm thinking of making an interwar French Tank or two with this method.
Tracks are something tank builders have struggled with, usually even when they do work they're either very slow and or prone to malfunction when stressed. When I tested this thing up the hills next to Maywar takeoff I found no malfunctions and instead only found a tank that was barely inconvenienced by the slopes. Looking over the build I see what you did differently and think future tank builders who try tracks should use your method, it works splendidly!
A simple design with some neat lights, but the best thing about this car is driving it. I don't know if that was your intention but this thing actually drifts pretty well. Good entry!
@FRIGGLES Bombs disappear below 18 meters, cannons don’t and when the explosive round has 0 lifetime it’ll blow at any depth. That said, the camera control is an interesting idea.
@AtomicCyclone I had a lot of fun driving this car too! One suggestion though is to perhaps find a way to make the steering work at very low speeds in the code.
Turns out my newer laptop actually can run this! With a decent but playable amount of lag. And it's quite the beautiful ship. Wonderfully detailed and armed as well as any ship of its kind should be!
+2@EchoWhiskey11 In theory a large build can be mobile friendly. Based on what's shown in that post it seems like a big part of what makes a build potentially taxing on a system is collision and drag calculations.
+2@ArcturusAerospace It's a simulation of a VLS system :P, made to accommodate the fact that missiles get completely disabled the moment they touch water in this game. Lets you fire missiles at ships at a certain depth like IRL SSGN's. And hey, the missiles are fired upward, so it's a 'vertical launch' ;)
+2Only 447 parts??? On a sub that makes the typhoon look like a fishing boat!? Who knew such a thing would ever come to this site, nice job!
+2Another method has been developed for submarines to not only allow them to submerge, but give them full maneuverability underwater! The first submarine to fully have this as far as I know is this one
It's a direct influence on how I make subs, and involves the use of NO pistons, instead using custom control surfaces along with a rotator-and-wing based propulsion system. Overall moving through the water and operating in a manner similar to a plane! There's no sim for ballast control, but planes controls are fully replicated meaning all you've got to do is pitch down to dive as far as you want!
IMO it's the best way to make a submarine function.
+2Holy crap a warship under 500 parts!
+2@Zoomzoom999 I'd suggest waiting quite a bit before buying it. Watched a friend play it and it's not so feature-rich at the moment. Getting it on steam would be wisest though.
+2Low part count, high destructive potential. Obliterated all but a single truck in a convoy with a single shot, taking out the last one with that minugun. I like how you used XML modded wheels to simulate tracks!
+2To put it short the Combat AI seems to be a flying aimbot, from what I have seen (at least mainly in guns only type fights) its sole programming centers around aiming at the player and shooting. I say aimbot because the AI can be surprisingly good at leading its shots.
I think that at minimum adding some simple evasive programming would remedy the glaring issues. Mainly an avoidance of low altitude when possible and a program to evade the player's aim, discouraging it from head on passes.
If it can read the deflection of its own guns then perhaps a similar system could be used allowing it to detect player aim and turn away. I'm no programmer of course, but it seems like a simple fix that could help make the AI more fun to fight.
I think that a similar kind of defensive programming is used for normal AI, as they do seem to turn away from you when you fire on them. Generally an ability to switch between an Offensive/Defensive mode like what OtterOfToast mentioned could be a more simple solution, only with reuse of existing code for the normal AI repurposed as a 'defensive mode'.
These are just some suggestions I thought I'd pitch for this old topic, given it and the comments below relate very well to my own experiences with the AI.
+2A thing of beauty, I know, will never fade away.
+1@ACUTEPIGEON As usual, just credit!
+1@MonsNotTheMonster By all means, the site should auto-credit it but if it doesn't for some reason simple credit will do just fine.
+1@SimpleAreospace Doesn't stop them from disappearing below 18 meters, hence why I made this system.
+1Keep o’ knockin’ but you can’t come in! Keep o’ knockin’ but you can’t come in!
+1I love how far you've gone into simulating a manual transmission, great build!
+1I've had no problem loading into the game and driving it, but I'm curious as to the technical reasons as to why the body isn't visible when in the builder yet is visible when loaded in game.
+1@DeezDucks Careful, you might tick off some drift elitists with that claim, they don't count any slide as a drift unless only the rear wheels are powered, however controlled the slide is lol.
+1I'm honored to have gotten my Lancia featured in one of these videos, many thanks!
+1Tag me as well please! I wanna see how this works.
+1@TrainDude I even went to the extent to edit the traction of the wheels to fully give it the driving characteristics of an FF.
+1@TrainDude I was such a stickler for being close to the real thing that I went to the effort to search for something that had leaf springs on the site, of course it's FF!
+1@Cobra63
+1@4
@Titaninfernal1
@SheriffHackdogMCPE
+1@MulletMan001
@USSENTERPRISECV6
@Ludluka Lucky you! And many thanks! I went to the effort to try and put the COM around where I've read it sat, I'm impressed I could make it accurate given I could never make any kind of ATTESA system that would function alongside the shifting.
+1Always cool to see a low point user show some skill! Especially someone under 100 points, I wish you luck getting to Silver soon!
+1@MrShenanigansSP Dunno, probably not, my interest has been in rally lately.
+1The unenlightened masses
+1They cannot make the judgment call
@BaconAircraft Don't Jinx it!
+1@Stephen The important functional parts are the engine, Rotator, and cluster of Cannons. Remove those and attach them together before saving the assembly to subassemblies. When using in another car, make sure to open Variables and add the same ones found on this build.
+1@PapaKernels It has around 2000 performance cost, so it might run fine, plus there's the lower part version
+1As if the first NSX you made wasn't already a masterpiece, this thing surpasses even that build! An even smoother construction coupled with lots of awesome tiny details like heating break discs and a handy little indicator to tell your current gear.
+1@FishMiner I have, I might at some point.
+1@TheFlyingHusky Glad I'm not alone, fuselage parts act far too much like explosives and it really undermines the attempted improvements that 1.7 introduced.
+1@BMilan
+1@T8flight
+1@Cobra63
@SyntheticL
@MrVocab The Road wheels at the bottom are powered by engines, while the treads themselves are not directly powered. While this isn't 100% true to real tank functionality, it doesn't stress the tracks unlike with previous attempts which use a single meshed running gear for each side.
+1.
Even though the tracks aren't directly powered, they are still driven per virtue of being 'driven over' by the tank, which provides the full benefits in traction. This thing can for example climb any hill up to 45 degrees.
@asteroidbook345 Setting a part to 'none' in that setting effectively makes it immune to any adverse affects in collisions. A plane with all parts set to it can slam into the ground at full speed and be unharmed. It's a neat feature!
+1After some tweaking I found a way to get rid of the collision noises. A mass edit via notepad++ setting the 'partCollisionResponse' of all parts to 'None'. This completely removed the noise without hindering the functions. Something to perhaps note for next time you make a tank! I know I'm thinking of making an interwar French Tank or two with this method.
+1Tracks are something tank builders have struggled with, usually even when they do work they're either very slow and or prone to malfunction when stressed. When I tested this thing up the hills next to Maywar takeoff I found no malfunctions and instead only found a tank that was barely inconvenienced by the slopes. Looking over the build I see what you did differently and think future tank builders who try tracks should use your method, it works splendidly!
+1A clean body, good details, and exactly 500 parts. Very nice.
+1@EchoWhiskey11 I would agree.
+1Possibly one of the best sailing ships ever uploaded, if not the best yet. Love the VR features, thanks to the update they're usable with mouse.
+1A simple design with some neat lights, but the best thing about this car is driving it. I don't know if that was your intention but this thing actually drifts pretty well. Good entry!
+1@FRIGGLES Bombs disappear below 18 meters, cannons don’t and when the explosive round has 0 lifetime it’ll blow at any depth. That said, the camera control is an interesting idea.
+1@FRIGGLES You can find it in the Rotators, they're right in front of the prop. Interesting idea for the Torpedoes though
+1Have fun with that discovery! I'm sure there's many more you'll find with this game.
+1@AtomicCyclone Those seem easy enough to adjust, thanks for the tips!
+1@AtomicCyclone I have the build downloaded, no need. I'll give credit if I do use it!
+1@AtomicCyclone Best of luck!
+1@AtomicCyclone I had a lot of fun driving this car too! One suggestion though is to perhaps find a way to make the steering work at very low speeds in the code.
+1