@PriyanshuGM If the buoyancy system is right, and the block on the bottom is heavy enough, your COM will be well below the waterline and self stabilize. As for turning, you want two wings which are pointed downward, one in the hull itself and one on a rotator to make a rudder.
Gyros are for sissies, use four buoyant blocks arranged in a rectangular arrangement, nudged into the hull. Alongside this, have an ultra-heavy block thats attached and nudged into the very bottom, you want your COM to be below the water line.
As for the propulsion, using a VTOL engine with the engine above water line and nozzles where the screws would be can work. Using a propeller engine and editing chordScale in overload also makes a workable engine.
@CalebRepublic The torpedoes are fully independent and depth-proof in their functions, they use no weapons that are affected by depth. You select the torpedo's camera, fire it off, follow it while steering it to target, then when it reaches target you switch to the fuse and fire that to detonate the torpedo.
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This can be done at any depth since the shell from the detonator cannon in the torpedo explodes before it can disappear. The torpedo is functionally like a mini-submarine and is thus not affected by depth in any way.
One little tip for the future, you can make a better looking steering wheel with multiple hollow fuselage pieces connected end to end by editing size alongside the front and rear thickness (in overload). Check out the wheel on my GTR and you'll see what I mean.
You could try taking all mass off the winch part if you haven't already, I encountered issues with winches breaking in My Udaloy and found that setting mass to 0 helped.
This is beautiful! Nicely detailed and possibly your most smooth build yet. And I'm honored that you could utilize my manual transmission system for this. Also a really cool feature to allow switching from Manual to Auto and back. Genius idea on adding the tire treads with text!
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I think in the future you could do a more part efficient method toward the cosmetic tires themselves though. Using hollow fuselages (with collider set to 'NonConvexMesh') in a few tapered segments (including segments inside) could get a similar if not identical visual effect more easily and lesser in part count.
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Merry Christmas!
@DanDaFreakinMan You could also just click on the directions button near the button for saving to see it too, save you the need to click off directions on loading.
@PapaKernels Good question, thus far I haven't found any ways. The Control base from what I've tried is too limited in what inputs it can receive. For what this does controls for 'next weapon' and 'previous weapon' would need to be available to put into buttons if not a lever, if not controls for selecting individual weapons.
Awesome to see more people discovering this feature! Ship builds are gonna look quite good, and we're probably gonna see more battleships now that the bows can be done right.
@SheriffHackdogMCPE The basic body is just under 500 parts, and that's without the chassis. I should be able to stay under 550-600 once the chassis is added. The final fully detailed one will most likely pass 1000. But the parts are de-dragged so it should reduce the potential lag.
If you want another build to give a drift makeover, you have my blessing to tweak my AE86. If you'd like that is.
+1You've really improved on the easydrift system and the supra, possibly the best drifter on the site!
+1@natemomog
+1@Shimamurahougetsu
@AirCrashInvestigationFLR
@Almostbutnotquite
+1@BeastHunter
@AeroAeroTheMen
@Chancey21 Oars! I swear to god though, if I hadn't learned how to mass edit with notepad++ I would not have had the will to make it work right.
+1Ai that can chase you!? For something that normally doesn't even have any capacity to operate ground vehicles this is impressive!
+1@PriyanshuGM If the buoyancy system is right, and the block on the bottom is heavy enough, your COM will be well below the waterline and self stabilize. As for turning, you want two wings which are pointed downward, one in the hull itself and one on a rotator to make a rudder.
+1Gyros are for sissies, use four buoyant blocks arranged in a rectangular arrangement, nudged into the hull. Alongside this, have an ultra-heavy block thats attached and nudged into the very bottom, you want your COM to be below the water line.
As for the propulsion, using a VTOL engine with the engine above water line and nozzles where the screws would be can work. Using a propeller engine and editing chordScale in overload also makes a workable engine.
+1@AeroAeroTheMen Thanks, glad DesignerSettings still works despite not being updated for the past few updates
+1@jamesPLANESii They do! They're the sole propulsion!
+1Type
Salamis
Into the comments for tags!
+1@SyntheticL if you asked on discord or something sorry I forgot. I mainly focused on remembering the tag requests on the teaser.
+1Great use of Fuselage cutting on the bow flare.
+1@CalebRepublic The torpedoes are fully independent and depth-proof in their functions, they use no weapons that are affected by depth. You select the torpedo's camera, fire it off, follow it while steering it to target, then when it reaches target you switch to the fuse and fire that to detonate the torpedo.
+1.
This can be done at any depth since the shell from the detonator cannon in the torpedo explodes before it can disappear. The torpedo is functionally like a mini-submarine and is thus not affected by depth in any way.
@MrShenanigansSP
+1@BMilan
@Bryan5
@Juanfly154 Dude! The new wheels are gonna save you tons of parts when you make custom rims!
+1@TheKugelblitz
+1@RYZ3NCHR1ST3NS3N
@BeastHunter
@WolfHunter9111 Strangely the Z31 and FC work fine despite having the same type of transmission, while this car and the FD don't work.
+1@WolfHunter9111 Odd, I notice that. Rather annoying.
+1@Iaffey It's looking nice! Just like all this person's ships, neat that they're doing the Termit armed version too!
+1@SteelwingAerospace My Kashin Class, which is currently being built
+1@Sparky6004 Thinking I'll do that, it does seem like the Workshop isn't so readily updated.
+1@Sparky6004 I will attempt to make it so once that mod is fixed.
+1This is a great new aiming system! Feels better than any of the others used in the past.
+1One little tip for the future, you can make a better looking steering wheel with multiple hollow fuselage pieces connected end to end by editing size alongside the front and rear thickness (in overload). Check out the wheel on my GTR and you'll see what I mean.
+1Wow, you even managed to put the ridge along the side too and make it blend into the hull well! Nice.
+1Beautifully built! And handles well around the track, even at top speed. Smooth body and great detailing too.
+1@V Here
+1You could try taking all mass off the winch part if you haven't already, I encountered issues with winches breaking in My Udaloy and found that setting mass to 0 helped.
+1Although it's been causing annoyances, if it can be made to work right it can be quite the good feature! @PlaneFlightX
+1Just 4k to Plat! Best of luck! :)
+1@SnoWFLakE0s Jet engines don't have to be connected to a build to work, the craft just needs to have fuel,
+1This is beautiful! Nicely detailed and possibly your most smooth build yet. And I'm honored that you could utilize my manual transmission system for this. Also a really cool feature to allow switching from Manual to Auto and back. Genius idea on adding the tire treads with text!
+1.
I think in the future you could do a more part efficient method toward the cosmetic tires themselves though. Using hollow fuselages (with collider set to 'NonConvexMesh') in a few tapered segments (including segments inside) could get a similar if not identical visual effect more easily and lesser in part count.
.
Merry Christmas!
A Meme Build with Imaaaaaginaaaaatioooon.
+1A nice gun that doubles (intentionally or not) as a neat teaser for the next ship. I look forward to seeing the Kiev when it's out!
+1Thanks to everyone who got my Skyline on the front page so quickly! I was hoping to get a build on this series at some point.
+1@Gestour Basically lol
+1Cool to see someone else implement clickable door handles, very nice build!
+1@KingHandspider That’s simple, getting good at nudging.
+1@DanDaFreakinMan You could also just click on the directions button near the button for saving to see it too, save you the need to click off directions on loading.
+1Dude this is your smoothest and most well put together looking car yet!
+1Oh god not this meme
+1@Kangy You mean the one by Leehopard?
+1Beautiful show of skill in using fuselage cutting, and a fun boat to take to the waves!
+1@PapaKernels Good question, thus far I haven't found any ways. The Control base from what I've tried is too limited in what inputs it can receive. For what this does controls for 'next weapon' and 'previous weapon' would need to be available to put into buttons if not a lever, if not controls for selecting individual weapons.
+1So it's not just me!
+1Awesome to see more people discovering this feature! Ship builds are gonna look quite good, and we're probably gonna see more battleships now that the bows can be done right.
+1Thank you! Glad you could fix that.
+1@bjac0 I think the mods are gonna have a LOT of people to strike
+1@SheriffHackdogMCPE The basic body is just under 500 parts, and that's without the chassis. I should be able to stay under 550-600 once the chassis is added. The final fully detailed one will most likely pass 1000. But the parts are de-dragged so it should reduce the potential lag.
+1